Group Treasure
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Group Treasure
This thread is for tracking group treasure. I would recommend coming up with a percentage of treasure that gets put into the group fund. Undistributed magical items should also go in this thread. Players can post here; I will keep this post updated with the contents of subsequent posts.
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: Group Treasure
4x Doses of Royal Jelly - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
9x Regular Bee Stingers (Previous stingers were sold for 10gp)
1x XL Queen Bee Stinger
9x Regular Bee Stingers (Previous stingers were sold for 10gp)
1x XL Queen Bee Stinger
Re: Group Treasure
Wood Drake
+479 gp to group fund
[479 gp to each PCs (except Newton) and 244 gp + 5 sp to each henchmen]
Heart (worth unknown)
Teeth x2 (estimate 10gp each)
Claws x10 (estimated 4gp each)
Group cash: 479 gp
+479 gp to group fund
[479 gp to each PCs (except Newton) and 244 gp + 5 sp to each henchmen]
Heart (worth unknown)
Teeth x2 (estimate 10gp each)
Claws x10 (estimated 4gp each)
Group cash: 479 gp
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: Group Treasure
487 gp, 7 sp
Wood Drake Heart (worth unknown)
Wood Drake Teeth x2 (estimate 10gp each)
Wood Drake Claws x10 (estimated 4gp each)
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
Regular Bee Stingers x9 (Previous stingers were sold for 10gp)
XL Queen Bee Stinger x1 (worth unknown)
Wood Drake Heart (worth unknown)
Wood Drake Teeth x2 (estimate 10gp each)
Wood Drake Claws x10 (estimated 4gp each)
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
Regular Bee Stingers x9 (Previous stingers were sold for 10gp)
XL Queen Bee Stinger x1 (worth unknown)
Re: Group Treasure
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.thirdkingdom wrote:Thirdmonth, Twentyfirstday
Madam Fleur informs the adventurers she was able to sell all of the monster parts they brought her, as follows:
*Wood Drake Heart 25 gp
Wood Drake Teeth (2). 9 gp apiece
Wood Drake Claws (10) 3 gp each
Regular Bee Stingers (9) 10 gp each
XL Queen Bee Stinger 20 gp
517gp,
Re: Group Treasure
Cost of curing Feargus of mummy rot: -125 gp
Cost of checking items for curses: -90 gp
Result:
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
302 gp
Cost of checking items for curses: -90 gp
Result:
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
302 gp
Re: Group Treasure
Share of cut from the turtle shell: 114 gp
Result:
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
416 gp
Result:
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
416 gp
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: Group Treasure
-Added the reward for clearing the hex and for selling some books
Result:
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
649 gp
Result:
Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
649 gp
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: Group Treasure
-Sold some jade statues and remembered to finally list them here
Result:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Jade Statues x15 - Valued at 520 gp each
995 gp
Result:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Jade Statues x15 - Valued at 520 gp each
995 gp
Re: Group Treasure
Missing these items that need to be sold: 6 figurines of clay, likely worth 25 gold apiece, 8 of terra cotta, each likely worth 125 gold apiece, and 12 of wax, each likely worth 35 gold each. (viewtopic.php?p=427860#p427860)
Result:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Jade Statues x15 - Valued at 520 gp each
-Clay figurines x6 - valued at 25 gp each
-Terra Cotta figurines x8 - valued at 125 gp each
-Wax figurines x12 - valued at 35 gp each
995 gp
Result:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Jade Statues x15 - Valued at 520 gp each
-Clay figurines x6 - valued at 25 gp each
-Terra Cotta figurines x8 - valued at 125 gp each
-Wax figurines x12 - valued at 35 gp each
995 gp
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: Group Treasure
Adding the Shield +1 and the Snake Fang armband
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Jade Statues x15 - Valued at 520 gp each
-Clay figurines x6 - valued at 25 gp each
-Terra Cotta figurines x8 - valued at 125 gp each
-Wax figurines x12 - valued at 35 gp each
-Shield +1
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
995 gp
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Jade Statues x15 - Valued at 520 gp each
-Clay figurines x6 - valued at 25 gp each
-Terra Cotta figurines x8 - valued at 125 gp each
-Wax figurines x12 - valued at 35 gp each
-Shield +1
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
995 gp
Re: Group Treasure
Sold all Jade figurines
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Clay figurines x6 - valued at 25 gp each
-Terra Cotta figurines x8 - valued at 125 gp each
-Wax figurines x12 - valued at 35 gp each
-Shield +1
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
Group Fund: 2,035 gp
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Clay figurines x6 - valued at 25 gp each
-Terra Cotta figurines x8 - valued at 125 gp each
-Wax figurines x12 - valued at 35 gp each
-Shield +1
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
Group Fund: 2,035 gp
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: Group Treasure
Sold all remaining figurines, +218gp
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Shield +1
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
Group Fund: 2,253 gp[/quote]
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Shield +1
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
Group Fund: 2,253 gp[/quote]
Re: Group Treasure
First months pay for new factor: -75 gp
First months pay for messengers: -20 gp
Two horses for messengers: -150 gp
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Shield +1 (lent to Ribar Oshary)
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
Group Fund: 2008 gp[/quote]
First months pay for messengers: -20 gp
Two horses for messengers: -150 gp
Group items:
-Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
-Shield +1 (lent to Ribar Oshary)
-Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
Group Fund: 2008 gp[/quote]
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: Group Treasure
We raided an orc lair!
Added:
Party fund share of gp: 330 gp (added total below)
Items 4 thru 9 below
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 8 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, and 10, respectively.
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass.
8. A brass scrollcase containing a scroll of some sort. Knowing that oftentimes magical scrolls are cursed the adventurers have yet to examine it.
9. A staff of some light-colored, reddish wood, carved with entwining snakes. This is found in the possession of an orc who must have been the shaman of the tribe, but she had been caught in the cloud of stench and emerged, puking, before she could call upon her deity for aid.
Group Fund: 2,338 gp
Added:
Party fund share of gp: 330 gp (added total below)
Items 4 thru 9 below
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 8 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, and 10, respectively.
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass.
8. A brass scrollcase containing a scroll of some sort. Knowing that oftentimes magical scrolls are cursed the adventurers have yet to examine it.
9. A staff of some light-colored, reddish wood, carved with entwining snakes. This is found in the possession of an orc who must have been the shaman of the tribe, but she had been caught in the cloud of stench and emerged, puking, before she could call upon her deity for aid.
Group Fund: 2,338 gp
Re: Group Treasure
We killed some Harpies
Added:
Party fund: 50gp (added total below)
Items 10 thru 11 below
Added gems to item 4
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass.
8. A brass scrollcase containing a scroll of some sort. Knowing that oftentimes magical scrolls are cursed the adventurers have yet to examine it.
9. A staff of some light-colored, reddish wood, carved with entwining snakes. This is found in the possession of an orc who must have been the shaman of the tribe, but she had been caught in the cloud of stench and emerged, puking, before she could call upon her deity for aid.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye.
Group Fund: 2,388 gp
Added:
Party fund: 50gp (added total below)
Items 10 thru 11 below
Added gems to item 4
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass.
8. A brass scrollcase containing a scroll of some sort. Knowing that oftentimes magical scrolls are cursed the adventurers have yet to examine it.
9. A staff of some light-colored, reddish wood, carved with entwining snakes. This is found in the possession of an orc who must have been the shaman of the tribe, but she had been caught in the cloud of stench and emerged, puking, before she could call upon her deity for aid.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye.
Group Fund: 2,388 gp
Re: Group Treasure
50gp spent. Snake staff and potion identified
Party fund: 50gp (added total below)
Items 10 thru 11 below
Added gems to item 4
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
Group Fund: 2,338 gp
Party fund: 50gp (added total below)
Items 10 thru 11 below
Added gems to item 4
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
Group Fund: 2,338 gp
Re: Group Treasure
Added body parts from the chaos-eel (items 12-14)
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
12 Chaos-Eel: 6 long, hollow quills. They are made of a bone-like, chitonous material, almost like ivory.
13 Chaos-Eel: 7 ounces of what can only be the creature's venom. It's contained in a sac connected to the quills. Newton isn't sure, but this sort of thing doesn't stay viable for very long. It will probably last for a couple of days, at most, if not transferred to a better container.
14 Chaos-Eel:The creature's heart. It's larger than a man's fist, jet black, and hard, almost as if it is made of some sort of cartilage.
Group Fund: 2,338 gp
Group items:
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
12 Chaos-Eel: 6 long, hollow quills. They are made of a bone-like, chitonous material, almost like ivory.
13 Chaos-Eel: 7 ounces of what can only be the creature's venom. It's contained in a sac connected to the quills. Newton isn't sure, but this sort of thing doesn't stay viable for very long. It will probably last for a couple of days, at most, if not transferred to a better container.
14 Chaos-Eel:The creature's heart. It's larger than a man's fist, jet black, and hard, almost as if it is made of some sort of cartilage.
Group Fund: 2,338 gp
-
- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: Group Treasure
Added stuff from the Giant Fight
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
12. Chaos-Eel: 6 long, hollow quills. They are made of a bone-like, chitonous material, almost like ivory.
13. Chaos-Eel: 7 ounces of what can only be the creature's venom. It's contained in a sac connected to the quills. Newton isn't sure, but this sort of thing doesn't stay viable for very long. It will probably last for a couple of days, at most, if not transferred to a better container.
14. Chaos-Eel:The creature's heart. It's larger than a man's fist, jet black, and hard, almost as if it is made of some sort of cartilage.
15. A set of mailed gauntlets curiously unharmed or rusted by the elements taken from a body around the giant camp
16. An amulet wrought of gold and set with rubies in an abstract pattern. The chain strung through it has long since broken. Taken from one of the giants.
Group Fund: 2,688 gp
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
12. Chaos-Eel: 6 long, hollow quills. They are made of a bone-like, chitonous material, almost like ivory.
13. Chaos-Eel: 7 ounces of what can only be the creature's venom. It's contained in a sac connected to the quills. Newton isn't sure, but this sort of thing doesn't stay viable for very long. It will probably last for a couple of days, at most, if not transferred to a better container.
14. Chaos-Eel:The creature's heart. It's larger than a man's fist, jet black, and hard, almost as if it is made of some sort of cartilage.
15. A set of mailed gauntlets curiously unharmed or rusted by the elements taken from a body around the giant camp
16. An amulet wrought of gold and set with rubies in an abstract pattern. The chain strung through it has long since broken. Taken from one of the giants.
Group Fund: 2,688 gp
Re: Group Treasure
Swapped the chaos-eel quills and heart for some books. Updated info on the gauntlets
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
12. Chaos-Eel: 7 ounces of what can only be the creature's venom. It's contained in a sac connected to the quills. Newton isn't sure, but this sort of thing doesn't stay viable for very long. It will probably last for a couple of days, at most, if not transferred to a better container.
15. A set of mailed gauntlets curiously unharmed or rusted by the elements taken from a body around the giant camp. Detects as magical. "Those gauntlets, though, belonged to one of the Watch Captains. She disappeared about a year ago, on patrol to south. Everyone knew about her, and her gloves, because they gave her enormous strength, like an ogre. She lifted a cow one Harvest Festival, she did. Not a small calf, either. Big heifer."
16. An amulet wrought of gold and set with rubies in an abstract pattern. The chain strung through it has long since broken. Taken from one of the giants. Detects as magical.
17. A scroll written in the tongue of Faery. It doesn't look like it contains spells, but directions. It will require more time and study to figure out exactly what it is, for the tongue of Faery is labyrinthine and inscrutable. [Telemachus]
18. A book bound in brown leather, and in a language that neither Telemachus nor Newton can read. Neither can Torthuk, apparently. It came from a trader from Gifukrum. [Newton]
19. A journal, written in Common. At a brief glance it looks to be a traveler's journal, detailing an exploration. [Newton]
20. A treatise on the ruined city of Isendan, written by a sage about three hundred years ago. Who knows how current the information is. [Newton]
Group Fund: 2,688 gp
1. Doses of Royal Jelly x4 - Each dose heals 1d4 hp to an individual or, if applied to a wound, will allow the character to make a second saving throw to avoid disease. Eating royal jelly is not something you do in combat; it's *a lot* to eat.
2. Shield +1 (lent to Ribar Oshary)
3. Snake Fang armband: wearer may re-roll a single failed save v non-magical poison. It is destroyed after this use.
4. 12 gems of varying worth: 10, 50, 10, 100, 100, 500, 50, 10, 10, 10, 100, and 100, respectively. (totals 1050 gp)
5. 3 casks of fine ale that looks like it was brewed somewhere near Alice. Each are likely worth 25 gp.
6. Two score deer hides. Most have been ruined by poor hygiene, but seven are in decent condition, and likely worth 7 gp each. They're somewhat bulky, though.
7. A potion of some sort in a bottle of blue glass. A potion of diminuition.
8. A brass scrollcase containing a scroll of Cure Serious Wounds
9. A staff of some light-colored, reddish wood, carved with entwining snakes, obtained from an orc shamen. A Staff of Snakes.
10. A skeletal hand is found with a ring around one finger. The ring is fashioned from a strange black metal, unfamiliar to any of the adventurers, that shimmers with an almost oily iridescence.
11. A wand some 12" in length, of yellowed ivory, carved with what appear to be faces of the dead, or perhaps the damned. It's hard to tell exactly what they are, as the reliefs have the disconcerting habit of appearing to move and shift when viewed out of the corner of ones' eye. A Wand Of Fear of unknown charges.
12. Chaos-Eel: 7 ounces of what can only be the creature's venom. It's contained in a sac connected to the quills. Newton isn't sure, but this sort of thing doesn't stay viable for very long. It will probably last for a couple of days, at most, if not transferred to a better container.
15. A set of mailed gauntlets curiously unharmed or rusted by the elements taken from a body around the giant camp. Detects as magical. "Those gauntlets, though, belonged to one of the Watch Captains. She disappeared about a year ago, on patrol to south. Everyone knew about her, and her gloves, because they gave her enormous strength, like an ogre. She lifted a cow one Harvest Festival, she did. Not a small calf, either. Big heifer."
16. An amulet wrought of gold and set with rubies in an abstract pattern. The chain strung through it has long since broken. Taken from one of the giants. Detects as magical.
17. A scroll written in the tongue of Faery. It doesn't look like it contains spells, but directions. It will require more time and study to figure out exactly what it is, for the tongue of Faery is labyrinthine and inscrutable. [Telemachus]
18. A book bound in brown leather, and in a language that neither Telemachus nor Newton can read. Neither can Torthuk, apparently. It came from a trader from Gifukrum. [Newton]
19. A journal, written in Common. At a brief glance it looks to be a traveler's journal, detailing an exploration. [Newton]
20. A treatise on the ruined city of Isendan, written by a sage about three hundred years ago. Who knows how current the information is. [Newton]
Group Fund: 2,688 gp