Mesmalatu

Carrion Crown Treasure Monster's page

60 posts. Alias of Rynjin.


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Argle bargle. My eyes completely skipped over that bit.

Among the many skeletons that dot this room, there are a number of valuables.

-A matched pair of +1 Cold Iron Rapiers, etched with fishgold engravings of tentacles coming from the deeps.

-Fishgold jewelry worth 1400 gp

-Aa chest of money, minted in Cheliax, and very old. It adds up to 880 gp, 665 sp, and 2400 cp (roughly 970 gp, or 194 gp apiece).


Samuel Sledge wrote:
@Rynjin: I have armbands of the brawler.

That's CMB, not CMD.

Plant Ref save: 1d20 + 6 ⇒ (2) + 6 = 8

Jones slashes it, as does Darius, and Sledge finishes off the poor thing with a brutal takedown.

Poor guy. Neutral, minded his own business, and you come in and murderhobo all over him.

Now to reap the rewards.

In the murk is a magic helmet, surprisingly shiny among all this sludge. Also, a familiar amulet: That of the gagged skull.


I'm assuming you loot Iq'Lothatuaa. Here's a picture BTW. A couple of pages lower than I expected it to be.

-+2 Greataxe. Those with Kn. History can recognize it as being very old, and of Kellid make. 2000 years old is a good guess, since at that time Kellid barbarians were the scourge of this region.

-+2 Amulet of Natural Armor

-Large Masterwork Chain Shirt

-Two large fishgold bracelets, total value 450 gp

-Various gems, mostly opals and pearls, totaling 50 gp

Down the current hall is a large chamber, small pools of water dotting its area near naturally formed stone pillars. It's actually quite beautiful in and of itself, though marred by refuse and the corpses of two Skum, who were presumably killed by their insane Broodchief.

A single passageway leads to the east, and the end of that hall branches to the north and south. You get a clearer look at the northern passage as it is shorter, and does not curve. It appears to be a mound of garbage sitting in black water, stained by hundreds of years of corpses and other disposed of trash.


I've never liked full spreadsheets, but a simple list is very helpful. I do one for the games I run.

For example.

Also, Fitz can probably help you un-jam your gun if you inform him it's beyond your abilities. =)


Albor:

-Masterwork Chainmail (Though it counts as +3 for the next 6 hours)
-Trident of Warning
-Masterwork Silver Dagger
-+1 Cloak of Resistance
-Ring of Force Shield
-Gold-threaded Chausable (75 gp)
-A key
-Fishgold medalion, looks like an octopus (it looks like it would fit in the "keyhole" to the wall the giant passed through)
-If you're willing to dig it from his neck stump and draw it past the tentacles, a Fishgold tiara (450 gp)
-Likewise, a Fishgold Unholy Symbol of Dagon (13 gp)


This Vicar has the same gear as the last.


No traps. Jones easily disables the lock. DC 30, you hit it on a 10, moving on.

Inside the chest:

-2 potions of Water Breathing
-2 Elixirs of Swimming
-A fish boat Feather Token (identical in function to a Swan Boat Feather Token, but appearing as a fish).
-Three statuettes

One depicts a bizarre tentacled monster, a mass of writhing pseudopods with no other visible features.

One is a vaguely humanoid figure with icthyic (fish-like) and batrachian (amphibious, particularly frog-like) features.

The last is of a crouching humanoid feature with dragon wings and an octopoid head.

All three are made of "fishgold", a reddish gold colored substance fished up from the depths of Lake Encarthan, and each are worth 500 gp.


That was a sensor for Clairaudience/Clairvoyance. And actually, it IS still here.

Thought its duration was shorter.

Darius spends two rounds healing, and two rounds searching the Vicar's corpse.

He has on him:

-+4 potion of barkskin (and an empty vial of another)
-+1 Scale Mail
-+1 Morningstar (url=http://cdn.obsidianportal.com/assets/193058/Vicar.jpg]And an odd looking one at that.[url])
-Sling
-10 bullets
-+1 Ring of Protection
-Ring of Swimming (I believe you already found one of these previously anyway)
-Gold-threaded chausable (50 gp)
-Gold Unholy symbol of Dagon (50 gp)
-A pretty pretty tiara (150 gp)

Actions for Sledge, Zin, and Jones? Sledge already used 2 rounds though. Darius, you have a Move action available to pick up and put on an item, but no Standards to cast a spell.


The man has on him:

-29 Masterwork daggers (including the five sticking out of Darius, but missing the one that flew off into the brush).
-1 Mithral Shirt
-Disguise Kit
-Thieves' Tools
-20 pp (200 gp, everyone gets 5 pp/50 gp)
-And a small ceramic egg. The egg appears to have some sort of seam on it and can be opened should you choose to do so.


Spellbooks:

56 cantrips (5 gp apiece) = 280
11 1st level (10 gp apiece) = 110
14 2nd level (40 gp apiece) = 560
9 3rd level (90 gp apiece) = 810
8 4th level (160 gp apiece) = 1280
5 5th level (250 gp apiece) = 1250

= 4290 gp/ 4 = 1072 gp for everyone (and some silver for the party fund)


Total: 48, 233.35 gp

12,058.3375 gp apiece before RoFF.

Final payouts:

Sledge: 8, 058.3375
Everyone Else: 13, 391.683 gp

If you don't mind, I can cut off those funky decimals and add a bit to the Party Fund instead.


Looks like there's one thing left unidentified. I'm assuming nobody wants a Ring of Force Fangs though (given a few tries over days you can identify it without issue).

19.26k gp from weapons

- Rope of Climbing (3k)
- Ring of Force Fangs (8k)
- +1 Cloak of Resistance x2 (2k)
- +1 Amulet of Natural Armor x2 (4k)
- +1 Ring of Protection x2 (4k)
- +2 Headband of Vast Intelligence (4k)
- Unguent of Timelessness (150 gp)
- Pearl of Power I x5 (5k)
- Marvelous Pigments (4k gp)
- Lesser Silent Metamagic Rod (3k)

^Speak now or forever hold your peace on the items above.

-5250 gp in Onyxes
-3000 gp in silver surgical tools
-Silver dust (375 gp)
-Silver Unholy Symbol of Urgathoa x5
-Silver Unholy Symbol of Jezelda (150 gp)

= 4787.5 gp from Salable Junk

Two Spellbooks: Keep or sell?


I'll mark off 300 gp from the party fund for 4 light horses. Any last prep before we depart for Thrushmoor?


You can take Channel Vigor if you want but it's not very good. Better for an Alchemist specifically than Haste, I guess.

The notes contain incredibly detailed, almost sexually charged blow by blow descriptions of the vivisection and the reactions of the animals (and sometimes, humanoids) as they were cut open as they lived. Vrood did very thorough work, and often kept the suffering going for hours.

These paintings are entirely non-magical, but so well-detailed that you need a Will save to stop from being Nauseated. Unfortunately (though fortunately for my own mental health) I cannot do them justice.

On Vrood's body:

-Silent Metamagic Rod (Lesser)
-Wand of animate Dead (10 charges)
-+1 Quarterstaff
-+1 Amulet of Natural Armor
-+1 Ring of Protection
-+2 Cloak of Resistance
-Spell Component Pouch
-Whispering Way amulet
-Spellbook

Spellbook contents:

0th: All Cantrips
1st: Alarm, Chill Touch, Mage Armor, Protection From Good, Shield, Ray of Enfeeblement

2nd: Acid Arrow, Command Undead, Ghoul Touch, False Life, Mirror Image, Blur, Glitterdust, Spectral Hand

3rd: Dispel Magic, Fly, Protection From Energy, Ray of Exhaustion, Vampiric Touch

4th: Animate Dead, Enervation, Greater Invisibility, Stoneskin

5th: Cloudkill, Telekinesis, Wave of Fatigue

6th: Circle of Death, Eyebite, Create Undead

Contents of the chest:

-50 pounds of Silver Dust (250 gp)
-2000 gp in Onyxes
-Scroll of Control Undead


That would require you to move, is the thing, but everyone is taking two actions like Sledge's "Total Defense and then Perception" thing, so I figured you were all looking at the area around you.

8d20 ⇒ (1, 6, 12, 10, 15, 13, 8, 18) = 83

In this room are a pair of boxes set out as a makeshift table with a map laid on it. Other than that, in this room is a sealed stone vase. It doesn't look like it belongs here.

There is also a jar of Marvelous Pigments beside the map.


The comment on feral forms reminds me:

Brevic has slowly shifted back into his human form at your request to disarm himself, taking no chances with whether you'll kill him for forgetting a weapon or not.

The equipment of the lesser wolves is largely trash, their weapons and armor not even masterwork.

Adimarus, on the other hand, has some good stuff:

-+1 Conductive Bastard Sword (I had intended to have him smack you with Cruelties, but he never had a Swift available).

-+2 Full Plate

-Silver Unholy Symbol of Jezelda (150 gp)


1d20 ⇒ 18

Sledge flexes real hard and manages to bust the enchantment.

The curate has the same stuff as the last one.

The skeletal champions each bear a heavy steel shield, a Breastplate, and a Masterwork Longsword.


Whispering Way Curate Loot:

-+1 Breastplate
-+1 Scythe
-Pearl of Power I
-450 gp in Onyxes
-Silver dust (25 gp)
-Silver holy symbol of Urgathoa
-Spell component pouch


You're as aware as you're going to get. Given Darius' knowledge of werewolves and his odd urges, he can probably put 2 and 2 together.

Jones unlocks the safe.

Inside is:

-A wand of Spider Climb (34 charges)
-An Unguent of Timelessness
-A scroll of Remove Disease

-A scroll containing the Communion Ritual that will allow you to re-consecrate, and reactivate the powers of the Dusk Moth.

-A scroll case containing the journals of a priest of Desna.

TIME 4 BACKSTORY:

The Stairs of the Moon was an ancient temple of Desna constructed in the Shudderwood during the first half of the Age of Enthronement. For over 800 years, the temple administered to those of Desna’s faithful among the settlers of the Shudderwood, until the Whispering Tyrant came to Ustalav. At that time, the high priest of Desna at the temple had a single son whom he loved dearly. During the wars against the Whispering Tyrant, the priest’s son served as a missionary, but when he returned home some years later he had changed, for at some point he hadcontracted a particularly virulent strain of lycanthropy.

The priest tried everything he could to save his son. He imprisoned his son in a secret chamber beneath the temple and conducted experiments upon him, desperate to reverse the curse. When his research failed to yield positive results, these experiments turned dark and terrible. The priest developed a serum from his son’s blood that he used to infect his congregation with lycanthropy in order to study the disease’s effects. Over the generations, these aff licted werewolves’ offspring became natural werewolves, and their descendents now hunt the Shudderwood as the Mordrinacht tribe. When the temple fell to the armies of the Whispering Tyrant, consumed in mysterious pillars of white fire, death transformed the cleric’s wretched son into the undead vilkacis. The Stairs of the Moon was soon abandoned, and its memory wiped from the world at large.

The vilkacis resides at the Stairs still, haunting the lower temple when not drawn to the summons of its canopic stone. Although a direct forebear only of the Mordrinacht pack, the vilkacis is venerated by all of the werewolf tribes
of the Shudderwood as their spiritual ancestor. They have transformed the ground floor of the temple into a shrine to the spirit, cluttered with the remains of live sacrifices and blood offerings made during their frequent pilgrimages to the temple to pay it tribute.


You may want to check the room as well. I don't think I described it between hostile Wiard and cloud of deadly gas.

Rows of shelves line this room, filled with all manner of vials and herbs surrounding a stone surgical table, with tarnished surgical tools arrayed neatly on a shelf nearby.

A partition of iron bars divides the room, closing off a small area with a 10 foot deep pit, rusty manacles lying at the bottom.

Assuming you check out any of the vials, Darius' powerful nose can determine that all are poison, but three in particular offend his nostrils: They contain a potion made mostly of Wolfsbane, and would have a similar effect.

1d3 ⇒ 3

A locked safe sits under the table.

The tools are all silver, and once cleaned would be worth about 300 gp.


So, total damage done: Darius 4 Con damage, Sledge 2 Con damage, Jones 4 Con damage, Zin 6 Con damage.

Estovion loot:

-+1 light crossbow

-10 bolts

-Masterwork longsword

-Amulet of natural armor +1

-Ring of protection +1

-Canopic stone

-Master keys to every room in Ascanor Lodge,

-Spell component pouch

-Spellbook (all 0-level spells, acid arrow, dimension door, and four additional spells of levels 1–4),

Spellbook Contents:

Cantrips: All

1st: Expeditious Retreat, Mage Armor, Magic Missile, Obscuring Mist, Shield

2nd: Acid Arrow, Darkvision, Detect Thoughts, Dust of Twilight, Scorching Ray, Web

3rd: Gaseous Form, Lightning Bolt, Stinking Cloud, Summon Monster III

4th: Dimension Door, Black Tentacles, Charm Monster, Summon Monster IV

5th: Cloudkill, Freedom of Movement

-Headband of Vast Intelligence +2

-130 gp

Additionally, Estovion is the last real threat in this section of the book, so welcome to level 8!


She's telling the truth.

Mathus has on him:

-+1 Mithral Chain Shirt

-+1 Bastard Sword

-Masterwork dagger

-+1 Cloak of Resistance

-4 doses of Silversheen

-Potion of Cure Serious Wounds

Do you want to explore the lower floor now? Your buffs will be gone by the time you get to Feldgrau anyway.


Cutting the coccoons down reveals 6 corpses.

Two goats, which seem to be recent additions.

One incredibly shriveled, emaciated horse corpse.

And three humans.

The most recent of these corpses contains a sealed envelope, half soaked with blood.

Down in the weaverworm's lower chamber are a number of other, smaller cocoons. Thankfully, these contain nothing but treasure.

-1 potion of Heroism
-1 Magic ring
-721 gp

Everyone gets 180 gp.


This is a Weaverworm, a Huge sized Aberration. They have webs and paralytic nails, in addition to their Song.

Remember you have 14 vials of Acid in the party fund. Though it is unlikely one vial can burn through the webs.


No problem. Lemme check that math real quick. It sounds about right though.

Total of all sold items: 37, 267.5 gp

Divided evenly: 9316.88 gp apiece.

Zin WBL: ~13k
Jones WBL: ~14k
Darius WBL: ~13k
Sledge WBL: ~15.5k

It does not appear to me that Sledge has that significant of a wealth advantage over you guys. Unless you meant 6k collectively?

So in that case, divided to bring you all up to around the same amount:

Final Payout:

Zin: 10k
Jones: 9k
Darius: 10k
Sledge: 8k

Leaving 268 gp left over for the party fund.


Ah, the "wardrobe":

10 Noble's Outfits at 75 gp apiece = 750 gp
1 Royal outfit = 200 gp
6 Scholar's outfits: 30 gp

Total = 980 gp

And the wand is a Wand of Charm Monster with 44 charges (18, 480 gp).

The Bulette hide would fetch a price of 30k as two sets of Full Plate, but I'm going to halve that for it being raw material and not the finished sets of Full Plate.


Jones Shei'lac wrote:

I say talk to Daramid first.

Would you mind putting up the loot list so we can see if there's anything worth keeping?

The Ivory Goats might be useful, but personally I'd rather sell it.

[oo]I did put up the loot list. It's right here.[/ooc]


I'm going to assume that, no matter what, you spend a day selling off goods.

1.) Do you want to do that before or after you talk to Daramid?

2.) Is there anything here you want to keep?


Ah, guess his coffin WASN'T stone.

The ring is a Ring of the Ram.


"Unfortunately, my formula book was destroyed, along with my Bomb vials and much of my other equipment. I can prepare a small few Extracts from memory, but no more."

I guess if you want to wait a few days he could scribe down Youthful Appearance, Endure Elements, Lesser Restoration, Restoration, Breath of Life, Greater Age Resistance, and Planar Adaptation from memory.

The figurine is a Figurine of Wondrous Power: Ivory Goats. it is worth 21000 gp.

I can't remember what ring you're talking about, and it's not in the loot list. Jog my memory?


Little of value can easily be looted (that you haven't already taken), but the adamantine door worth 3000 gp is your best bet.


Ah! Forgot one thing in the other corridor (got two walkways sitched around in my head.

There is a small cabinet in the corridor containing a potion of Nondetection and a wand (Spellcraft needed for this one).

The other door leads up to another corridor, much like the previous one but longer.

There is an other cabinet containing a number of useful items, and a door at the end of the hall, with two other doors to the left and right. The same "goopy" sound comes from the door on the left, so likely leads to the same room you were just hesitant to enter.

In the cabinet:

-Potion of Displacement
-Potion of Gaseous Form
-Two vials of blood (Kn. Arcana to identify the creature it comes from).


Yar. It's more like packing all this stuff up would make it impossible to fit through doors. Entire stuffed bears, deer heads, an entire library...hard to move stuff.

The secret doors lead into a large room with a vaulted ceiling that is adorned with gilt. A pair of halberds hang above a huge lit fireplace in the far wall.

A great dining table and twelve chairs take up the center of the room.

A further look around reveals that the secret doors are effectively superfluous, the hallways leads back around to the hallway you were just in. It seems Caromarc just liked the idea of hidden doors.

The buildup of dust around the chair legs suggest nobody has been here in quite a while.

On closer inspection the halberds are masterwork.

All of the rooms off this area are storerooms. One contains foodstuffs, another cleaning supplies, one household items, and the last a collection of fine wines (worth 1200 gold, and this is easier to transport).

There is a final door, another secret one. The construction is impeccable, and would be undetectable by sight...but the sound of the waterfall and slight draft coming through makes it easy to see even for the most unobservant of you.

It leads to a hallways, with a coatrack containing a waterproof sealskin cloak, and a masterwork sword cane, which leads outside to a narrow (3 feet wide) walkway. With no handrails.


The door closest to the stairway leads into a hallway with 4 doors.

THe doors on the right lead into two rooms filled to the brim with taxidermized animals (and some more exotic creatures. An Owlbear head graces the most northern wall). They have a moderate value if you were able to get all of them out (300 gp, though it would be unlikely).

The first door on the left leads into a library. A cursory look at the shelves reveals all the books are related to engineering, and research conducted in this room would help aid any questions you had about the subject.

With access to this room you get a +2 bonus to Kn. Engineering checks, and can re-roll such a check every 24 hours.

All together, these books would be worth 500 gp (though again, they are difficult to move en masse).

Jones and Samuel additionally find a secret door formed by one of teh bookcases on a hinge.

The second door on the left is a smoking room, filled with comfortable (and less fashionable than the norm for this place) chairs and various varieties of tobacco and ways to smoke it.

Of value there is a Calabash set with six small jets (50 gp), a gold inlaid churchwarden (75 gp), and the tobacco itself (200 gp).

There is a secret door in much the same place as the library.


Jones can Take 10 and disable this trap with no issue.

The wardrobe is crammed with fine men’s clothing—10 noble’s outfits, six scholar’s outfits, and one royal outfit. One of the dressing table’s drawers contains a jewelry box holding a silver chain worth 50 gp, a gold snuff box set with a topaz worth 400 gp, a platinum-
handled magnifying glass in a leather case worth 600 gp, and a monocle with a silver chain ending in a diamond pin worth 800 gp. The secret cupboard contains several chests of coins totaling 2,000 gp, and an ivory figure of goats.

The ivory figure radiates magic.

Split the gold 4 ways, so 500 gp each for Bulldozer, Darius, Jones, and Zin.


There is a door (easily unlocked by Jones) in the Guest bedroom Sledge is staying in that leads onto a narrow balcony that gives a glorious view of the waterfalls. With no handrails.

The room across the hall is nearly identical, and contains nothing of any real value, besides comfortable beds.

In the next room, Darius' search reveals a number of valuable technical manuals, and a fine Jade and Gold writing set, and a fine ink jar with a silver clasp (worth 150 gp, 300 gp, and 50 gp respectively).

Jones Perception: 1d20 + 16 + 1d6 ⇒ (11) + 16 + (5) = 32

Jones, with help from Darius and Sledge, uncovers a hidden, locked cupboard in the final room (which appears to be the master bedroom).


1d20 ⇒ 2

The unconscious troll expires completely, while the other standing one is left standing, barely.

Bulldozer rectifies that mistake, and drops the big troll with his second hit as well.

Two trolls are dead, boss man is unconscious and burning, and the one Zeke is fighting is at about half health.

Zeke drops the last troll with his full attack.

Consider combat over. It's a simple matter to CdG big boss man, and sprinkle soem Alchemist's Fire or Acid on the last one.

The battle over, a few things become apparent.

Three goblins are hiding under an overturned cart staring at you, expressions of glee on their face at the death of the trolls.

A tattered piece of cloth with blue trim is attached to the wall. It may have once been a piece of clothing. Mending it would reveal more.

The troll boss had 3 fancy hatpins stuck into his body (among myriad other piercings). Collectively, these are worth 300 gp. He also carries a gold bound spyglass (worth 1000 gp) which may exlain why they had time to prepare for you.


Okay, so, Zeke brought it to my attention that he is at about half WBL and I realized I made a grave mistake.

I tallied up a bunch of items for sale and posted from the Treasure Monster, but never actually told everybody how much money they got. So, I'll split this between Zeke and Bulldozer now, since Darius, Zin, and Jones were at full WBL already, and are now 2k above it.

-A piece of turquoise (worth 100 gp) on a leather thong.
-14 gp in cash.
-A small silver pocket knife worth 25 gp.
-A set of Masterwork Thieves' Tools.

EAPONS:

- A masterwork Punching Dagger (151 gp)
- A pouch, containing a dozen masterwork Shuriken (36 gp)
- 6 suits of Masterwork Chainmail (900 gp)
- 4 suits of Masterwork Studded Leather (350 gp)
- 5 Masterwork Longswords (787 gp)
- 3 Masterwork Heavy Crossbows (one broken, 481 gp)
- 4 Masterwork Heavy Maces (624 gp)
- +1 Heavy Mace (1006 gp) --> (to Azrin)
- A +1 Keen Longsword (4007 gp)
- A +1 MITHRAL Dagger (1251 gp) ---> (To Azrin)
- Masterwork Shortsword (155 gp)

MAGIC STUFF:

Flesh Golem Manual (2000 gp, is only useful to people who use Spellbooks)

MISCELLANEOUS JUNK:

- A bronze War Medallion from the Shining Crusade (worth 40 gp)
- An unframed (rolled up in a tube) painting of Stavian the First (worth 100 gp)
- A set of silver hair clips (worth 35 gp)
- Darkwood Palatine Eye case (worth 50 gp)

-A magnifying glass with a gold handle, worth 100 gp
-A small wooden box containing a set of brass weights. Has a false bottom, which contains 3 silver ingots worth 100 sp (10 gp) apiece.
-A walnut traveling case, containing 3 Superior locks and their keys. (worth 228 gp total)
-A jar of pickled garlic cloves (worth 1 sp)
-Silver Hip Flask (30 gp)

The Warden's Badge is a Rod of Ectoplasmic Spell Metamagic (worth 1500 gp if you sell it).

The rock is a Stone of Alarm (worth 1350 gp if you sell it).

There's also a Ring of Protection +1 (1000 gp)

Total: 14, 143.1 gp (7071.55 gp apiece to Zeke and Bulldozer).

That puts Zeke at around 13k gp, which is in the ballpark of where you guys with full WBL are at (10.5k + 2.2k = 12.7k). I imagine Bulldozer is in the same area.


Yeppers. DCs on wands will be super low.

So, update:

-3 Masterwork Handaxes (450 gp)
-3 Masterwork Throwing Axes (450 gp)
-Masterwork Light Mace (150 gp)
-Dust of Tracelessness x2 (250 gp)
-Deathblade (900 gp)
-Blue Whinnis x2 (120 gp)
-Black Adder Venom x2 (120 gp)
-4 diamonds (1200 gp)
-An ebony tribal mask from the Mwangi Expanse worth 175 gp
-a silver torc from the Lands of the Linnorm Kings worth 200 gp
-A silver drinking cup inlaid with obsidian (worth 400 gp)
-1250 gp of V&G's s@&&.

-Scroll of Detect Undead (12 gp)
-Scroll of Hide from Undead x2 (25 gp)
- 1 scroll of Protection From Evil (12 gp)

- Wand of Hold Person (11 charges) (660 gp)
- Wand of Ghost Sound (375 gp)
-Wand of Shield (3 charges) (22 gp)

-A mammoth tusk scrimshaw from the Realm of the Mammoth Lords with several spells carved on its surface. The tusk weighs 20 pounds and functions as a magic scroll containing the spells bull’s strength, ice storm, and phantom steed. (725 gp)

-Wand of Acid Arrow (21 charges) (1260 gp)
-Wand of Gentle Repose (18 charges) (2430 gp)

= 11, 186 (2237 gp each)


Lepidstadt is a reasonably large city, and for the most part I can't be arsed to micromanage what you can and cannot find. You can find someone who can slap a +1 on your hammer easily enough. I find it works much simpler and leaves more time for the fun stuff if I just assume you can find a crafter to make your hammer +1 than say "Yeah so you need 2 days for the hammer, 1 day for the armor, another 2 days for the ring...". Especially since this AP doesn't leave you in on eplace long enough to make that an option that is even POSSIBLE, much less viable.

So, I assume this is stuff you are for sure selling:

Spoiler:
-3 Masterwork Handaxes (450 gp)
-3 Masterwork Throwing Axes (450 gp)
-Masterwork Light Mace (150 gp)
-Dust of Tracelessness x2 (250 gp)
-Deathblade (900 gp)
-Blue Whinnis x2 (120 gp)
-Black Adder Venom x2 (120 gp)
-4 diamonds (1200 gp)
-An ebony tribal mask from the Mwangi Expanse worth 175 gp
-a silver torc from the Lands of the Linnorm Kings worth 200 gp
-A silver drinking cup inlaid with obsidian (worth 400 gp)
-1250 gp of V&G's s%~*.

This is stuff I'm not so sure about:

Spoiler:
- A scroll of Detect Undead
- 2 scrolls of Hide From Undead
- 1 scroll of Protection From Evil
- Wand of Hold Person (11 charges)
- Wand of Ghost Sound
-Wand of Shield (3 charges)
-A mammoth tusk scrimshaw from the Realm of the Mammoth Lords with several spells carved on its surface. The tusk weighs 20 pounds and functions as a magic scroll containing the spells bull’s strength, ice storm, and phantom steed.
-Wand of Acid Arrow (21 charges)
-Wand of Gentle Repose (18 charges)

-14 vials of Acid.
-12 vials of Nushadir
-5 Tanglefoot Bags
-3 Thunderstones
-1 Antitoxin
-3 packets of Fash Powder
-2 pots of Alchemical Grease

- 4 +1 Arrows
- 10 +1 Crossbow Bolts
- 5 +1 Ghost Touch arrows
- 2 +1 Undead Bane arrows

-Rope of Climbing (which I giggled about when I realized you guys still had this and had such trouble getting over that brick wall, I had completely forgotten about it)

Speak now or forever hold your peace if you want any of this.


Once descending to the vat room floor, you notice a single door you haven't explored yet.

That door leads to a storage area, containing numerous boxes of usable goods (as well as a few coffins, lots of straw, and several huge bell jars).

-5 pots of Bladeguard
-10 doses of Bloodblock
-5 Silver Weapon Blanches
-5 Cold Iron Weapon Blanches
-1 Adamantine Weapon Blanch

You are all also easily able to notice a secret door leading to a further room to the east, and a pair of double door to the south.


I'm assuming you mean Vorkstag's room.

On his body:

-1 Syringe spear still loaded with an exceptionally deadly dose of Deathblade poison.
-2 vials of Blue Whinnis poison.
-2 doses of Black Adder Venom

-2 CLW potions.
-1 potion of Invisibility.
-1 potion of Water Breathing.
-A wand of Acid Arrow (21 charges)

(And 2 empty vials labeled Spider Climb and Bull's Strength)

-A Masterwork Light Mace.
-2 doses of Dust of Tracelessness

-A ring of keys that will unlock ANY door in the factory.

And, of especial deight to Jones, a formula book containing Blur, Fire Breath, Jump, Shield, Invisibility, True Strke, Cure Light Wounds, Darkvision, Bull's Strength, and Endure Elements.

In his room:

-A collection of books and notes on alchemical reactions that, to the right person, would be worth 500 gp.

-3 packets of Flash Powder.
-5 pots of Alchemial Grease.

In addition, the keys open a cabinet in the back of his room. Inside are an assortment of skins, ripped whole from sapient creatures' bodies. Foremost among these is the skin of an enormous 8 foot tall mongrelamn...who could be confused with the Beast at a glance, and fits Karl's broef description of the monster that attacked the Sanctuary.

Additionally, I'm assuming ANYBODY assists Jones., there is a secret compartment in this cabinet containing:

-500 gp (everybody add 100 gp to your sheets)
-A silver drinking cup inlaid with obsidian (worth 400 gp)
-6 vials of some sort of alchemical elixir involved with a necromantic process (real purpose unknown. What's your Craft: Alchemy Jones?).

And finaly, a ledger containing names of people who bought body parts from Vorkstag and Grine.

Among these are the names:

-Doctor Brada
-Miller Hargel
-Olga Slavech
-Auren Vrood
-Borgo Znojmo
-Doctor Katarina Vilt


Cube, you do realize that taking 20 takes 20 times as long? I.E Taking 20 to unlock that chest takes 2 minutes (the Perception only takes 1 minute, since it's a Move action).

Jones takes a puff of dust to the face.

1d20 + 4 ⇒ (17) + 4 = 21

But shakes it off.

The chest contains an assortment of items.

-200 gp
-A small purse containing 4 diamonds (each worth 300 gp).

Jones also realizes that to the right collector, Grine's alchemical equipment and notes would be worth 750 gp.

Up the ladder:

Among the curios and artifacts in this chamber are:

-An ebony tribal mask from the Mwangi Expanse worth 175 gp

-a silver torc from the Lands of the Linnorm Kings worth 200 gp

-A mammoth tusk scrimshaw from the Realm of the Mammoth Lords with several spells carved on its surface. The tusk weighs 20 pounds and functions as a magic scroll containing the spells bull’s strength, ice storm, and phantom steed.

Everyone gets 40 gp.


Various jars and bottles line the room, containing different preserved body parts and organs. One jar contains a small gold key,

Under his bed is a chest (locked).

Additionally, Grine himself carries:

-1 Potion of CLW
-2 Acid
-1 Antitoxin
-A Masterwork Handaxe
-3 Masterwork Throwing Axes
-5 doses of Black Smear (poison)
-Thieves' Tools
-Spell Component Pouch
-A wand of Shield (3 charges)

There is also another room up the ladder (where the Snapjaws came from).


I was going to wait for 'Dozer but since EvilBrain spent all of last night writing an 8 page history paper that doesn't seem likely to happen. )

The three of you float or climb up to the door.

Above you find a room, with a few scattered crates. A large crane with a pallet attached sits up there, presumably to lower goods down to the courtyard.

The crates lie open, half packed, and contain an assortment of alchemical goods:

-12 vials of Acid.

-12 vials of Nushadir

Nushadir:
Nushadir: Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster's gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).

-5 Tanglefoot Bags

-3 Thunderstones


So, it looks like I never told everyone how much gold they got from the sold stuff, and as it may become relevant in the near future what with a possible dead man on your hands, everyone should have received 2888 gp. As nobody bought anything, we'll assume you have all of that.

I'm surprised nobody reminded me. Be greedier, people!

Also, Azrin, add that +1 Mace and Mithral dagger to your sheet.


As this recently came up in my Myrial game, I know off the top of my head that it costs 380 GP to hire a Cleric to cast Restoration on you. I'd consider getting that taken care of BEFORE bed at your Temple of choice. You unfortunately lack sufficient funds in your Party Fund for that, but we can take it from Steef's share.


Did y'all make note of that, or do I need to go back and dig it up? I really should make a loot list for you guys like I have done for my Carrion Crown and Skull and Shackles games.

Any preference on what the alias should be named? This is the CC one, and about what it'd look like.


From a distance, Azrin spots what seems to be a scarecrow lying on the ground.

On closer inspection, it is the body of a man, leg caught in a bear trap. He still carries soem valuables on him.

-A piece of turquoise (worth 100 gp) on a leather thong.
-14 gp in cash.
-A small silver pocket knife worth 25 gp.
-A set of Masterwork Thieves' Tools.

Other than that, there is nothing else of interest.


Sold Gear (notify me if you actually wanted anything here):

WEAPONS:

- A masterwork Punching Dagger (151 gp)
- A pouch, containing a dozen masterwork Shuriken (36 gp)
- A masterwork SILVER War Razor (154 gp)
- 6 suits of Masterwork Chainmail (900 gp)
- 4 suits of Masterwork Studded Leather (350 gp)
- 5 Masterwork Longswords (787 gp)
- 3 Masterwork Heavy Crossbows (one broken, 481 gp)
- 4 Masterwork Heavy Maces (624 gp)
- +1 Heavy Mace (1006 gp)
- A +1 Keen Longsword (4007 gp)
- A +1 MITHRAL Dagger (1251 gp)
- Masterwork Shortsword (155 gp)

MAGIC STUFF:

Flesh Golem Manual (2000 gp, is only useful to people who use Spellbooks)

MISCELLANEOUS JUNK:

- A bronze War Medallion from the Shining Crusade (worth 40 gp)
- An unframed (rolled up in a tube) painting of Stavian the First (worth 100 gp)
- A set of silver hair clips (worth 35 gp)
- Darkwood Palatine Eye case (worth 50 gp)

-A magnifying glass with a gold handle, worth 100 gp
-A small wooden box containing a set of brass weights. Has a false bottom, which contains 3 silver ingots worth 100 sp (10 gp) apiece.
-A walnut traveling case, containing 3 Superior locks and their keys. (worth 228 gp total)
-A jar of pickled garlic cloves (worth 1 sp)
-Silver Hip Flask (30 gp)

Also, there's a few unclaimed or unidentified items I'll assume you attempted to identify on the road, and given a few weeks you will have eventually made the check:

The Warden's Badge is a Rod of Ectoplasmic Spell Metamagic (worth 1500 gp if you sell it).

The rock is a Stone of Alarm (worth 1350 gp if you sell it).

There's also a Ring of Protection in there (worth 1000 gp if you sell it, but most people end up buying one of these eventually anyway, so consider just keeping it).

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