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Shiz
4th May 2009, 09:58 AM
New thread, stickied. Will update shortly.

Characters: 500gp each by default. Trask still has the extra moonstone (100gp). 2500gp in gems split among the party.

Treasure room in Saltmarsh:

Cash
2,650gp
500sp = 50gp

Bulks
70 bolts of silk (70g each) = 4,900gp
71 casks, brandy (35g each) = 2,485gp
209 casks, fine wine (8 g each) = 1,672gp
3 casks, scented soaps (75g each) = 225gp
1 cask, salt (12 g)
longbow +1


Treasure room total: 11,994gp excl magic items

Shiz
6th May 2009, 05:07 PM
This should be accurate and updated now that we seem to be finished with our shopping.

Shiz
28th October 2009, 01:57 PM
Victoria loot:

+1 longbow
+1 shortsword X3
+2 Irrefutable cloth armor (Solak)
+2 Duelist shortsword (Fandango)
Augmentation Stone (Brunhilde's axe)
+2 Homing Longbow (Trask)

Shiz
4th November 2009, 02:26 PM
Updated top post.

Shiz
11th November 2009, 06:55 PM
Removed the magic short swords and the magic short bow that went to the militia.

Sagar
11th November 2009, 07:30 PM
Please remove the cash to Solak and to Scorpio as well.
Oh, and Micheal will ask for 1000g to continue repairs while you are gone.

Shiz
12th November 2009, 08:52 AM
Done.

- 1,000gp for Solak
- 650gp for Scorpio pre-orders
- 1,000gp for house repairs

Lycos
12th November 2009, 09:54 AM
I think it might be worth keeping track of what the guards own as well, so we know if we have some upgrades for them. What do you think Shiz?

Shiz
12th November 2009, 10:05 AM
If we start giving them +2 weapons, sure. I don't see that happening soon, though.

Shiz
23rd April 2010, 11:42 AM
Both Trask and Fandango remember hearing what the ogre said. Fandango can't remember the second word, though.

Trask is pretty sure he remembers it all.. "Forgnar Grak!"
Fandango is positive the first word ended with slightly different sound.. "Forgnir"

Trask tries it his way. Nothing happens.

Trask tries the Fandango Variation. The bear eyes glow ever so slightly and one paw twitches, but the rug is too tired to move more than that.

The rug was made from a cave bear and, when activated, takes on cave bear stats:

Init +4
HP: 85-15 fire damage
AC:20 For: 21 Ref: 17 Will: 15

Speed 6

Attacks:

Claw, std at will, +10 vs AC, 2d8+5 damage

Cave Bear Frenzy, Std recharge 5,6
Close burst 1, +10 vs AC, 2d8+5 damage to each target hit.

Asharad
23rd April 2010, 12:18 PM
What is the phrase to activate Boo? I know it was a reference to something but I never got the reference and thus can't ever remember the phrase.

Shiz
23rd April 2010, 12:38 PM
Go for the eyes, Boo!

It is from the Baldur's Gate PC game. It is shameful you never played that.

Shiz
22nd June 2010, 11:44 AM
12gp and 10gp in gemstones from the kobolds!

Shiz
14th July 2010, 12:07 PM
Bag of Holding - DESTROYED

This item appears to be a simple sack of brown canvas.
Level: 5
Price: 1,000 gp
Wondrous Item

Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.


Frost Gauntlets

When you pick up your weapon, the ice crystal patterns etched into these gauntlets flare, coating the weapon in a thin sheet of frost.
Level: 7
Price: 2,600 gp
Item Slot: Hands

Power (Daily • Cold): Free Action. Use this power when you make a melee attack. Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter.
If you’ve reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter.

Shiz
5th August 2010, 06:18 PM
Tenser's Floating Box

The box is about 2'x2' and 18" high. It looks to be made of wood with leather bindings but on closer inspection, the "leather" is cleverly worked and disguised metal. It has a flat lid that is held closed by straps that again appear to be leather but, when touched, feel more like some kind of flexible metal. There is a hasp for a padlock but no lock is currently through it.

The straps that dangle from the box, however, do seem to be leather. Each strap has a ring and buckle. You could buckle the box to something or secure it with rope through the rings.

The box will contain any inanimate object that will fit through it's opening can hold up to 300 lbs and still float.

Shiz
7th August 2010, 12:56 PM
Pearl Sea Horse

This figurine depicts an iridescent sea horse wearing a saddle.
Level: 9
Price: 4,200 gp
Wondrous Item

Power (Daily • Conjuration): Standard Action. Use this figurine to conjure a Large majestic sea horse (see below for statistics). There must be a body of water adjacent to you for the sea horse to appear in; otherwise, the figurine cannot be activated. As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
While riding the sea horse, you breathe water as if it were air and can speak normally underwater.
The sea horse can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.First published in Adventurer's Vault (http://www.wizards.com/default.asp?x=products/dndacc/217837200).

Pearl Sea Horse
Large natural animate (aquatic, mount)

Initiative as conjurer Senses Perception +4
HP 14; Bloodied 7
AC 17; Fortitude 17, Reflex 15, Will 13
Speed swim 10
Tail Slap (Standard, at-will)
Reach 2; +10 vs Armor Class; 2d8+4 damage.
Aquatic Charge (While mounted by a friendly rider of 9th level or higher, at-will) Mount
The sea horse’s rider deals an extra 1d10 damage when he or she attacks after the sea horse charges. While in water, the rider also gains a +2 bonus to attack rolls against creatures without a swim speed.
Waterborn
While in water, the sea horse gains a +2 bonus to attack rolls against creatures without a swim speed.
Alignment Unaligned Languages --
Str 18 (+8) Dex 15 (+6) Wis 10 (+4)
Con 20 (+9) Int 2 (0) Cha 9 (+3)

Description:
When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.


Lens of Descernment

This lens reveals useful information regarding a creature you observe.
Level: 10
Price: 5,000 gp
Wondrous Item

Power (Encounter): Minor Action. Hold the lens up to a creature that you can see. You gain a +10 power bonus to monster knowledge checks made to identify the creature until the start of your next turn.

Shiz
27th April 2011, 06:32 PM
Orbs:

one crystal-ball like orb head

one red gem that may repair animated creatures/objects

two emeralds worth ~500gp each.

Shiz
15th July 2011, 04:21 PM
Animated Cave Bear Rug
Trigger words: Forgnir Grak (daily)
HP: 60, Init +4
AC:20 For: 21 Ref: 17 Will: 15
Speed 6
Claw, std at will, +10 vs AC, 2d8+5 damage
Cave Bear Frenzy, Std recharge 5,6
Close burst 1, +10 vs AC, 2d8+5 damage to each target hit.

Shiz
15th July 2011, 04:24 PM
+2 Elven Hide Battle Armor: +5 bonus to save against slow and immobilize
Power (Encounter): Minor action. +2 power bonus to speed UEONT.

Instant Campsite

This tightly packed satchel expands into a complete campsite that can automatically pack up again.
Level: 5
Price: 1,000 gp
Wondrous Item

Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more.

Polyglot Gem - grants the holder the ability to speak, write and comprehend any language for a day as long as that language has been seen or heard.

Shiz
8th December 2011, 10:17 PM
The small chest contains 10 golden ingots, each worth about 100 gp. There are also two nice gems (500gp each), an amulet (see below).

The leather armor is:

Elven Battle Armor Level +3

There’s no mistaking the forest motif woven into elven battle
armor.

Armor: Leather, Hide
Enhancement: AC
Property: Gain a +5 item bonus to saving throws against
being slowed or immobilized.
Power (Encounter): Minor Action. Gain a +2 power bonus
to speed until the end of your next turn.


The Amulet is:

Amulet of False Life Level +2

This dark blue amulet with a crimson center increases your
defenses and can be activated to grant you temporary hit points.

Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. Use this power when you are
bloodied to gain temporary hit points equal to your healing
surge value.

Shiz
9th December 2011, 04:34 PM
Just going to update what we have with us that is not in Saltmarsh Treasury:

Animated Cave Bear Rug - Defiance storage
Tenser's Floating box - Defiance storage
4 x 500gp gems (2 are emeralds)
7 x 100gp ingots
3 healing potions purchased in Defiance (Bal, Brun, Fandango)

Shiz
5th January 2012, 12:57 PM
After Fandango's dagger purchase in Defiance:

We have 2,700gp from Aethering treasure after the healing potions. You have 500gp on you in cash and 500gp in gems. That leaves 142gp which the four of us can chip in for 36gp each.

That leaves us with cash and gems of 3,858gp split equally between Trask, Brun, Bal and Amaril.

Looking at the first post in this thread, our cash level is fine but not rich by any means.

Asharad
6th January 2012, 08:47 AM
We still have a lot of cash at the house, yeah?

Lycos
6th January 2012, 09:34 AM
We still have a lot of cash at the house, yeah?

Yup.

Shiz
6th January 2012, 10:04 AM
New thread, stickied. Will update shortly.

Characters: 500gp each by default. Trask still has the extra moonstone (100gp). 2500gp in gems split among the party.

Treasure room in Saltmarsh:

Cash
2,650gp
500sp = 50gp

Bulks
70 bolts of silk (70g each) = 4,900gp
71 casks, brandy (35g each) = 2,485gp
209 casks, fine wine (8 g each) = 1,672gp
3 casks, scented soaps (75g each) = 225gp
1 cask, salt (12 g)
longbow +1


Treasure room total: 11,994gp excl magic items

We have more goods than cash, but we aren't hurting for cash either.

Shiz
17th January 2012, 10:37 AM
You find very nice, matching broaches with symbols for fertility, protection and happiness. You get these for Michael and his wife. You also find a nice, jeweled dagger for Wendy and a matched set of 6 smaller jeweled daggers for the rest of the women. The daggers are quite functional as well as decorative.

The broaches are 200g each, the dagger is another 200 and the 6 daggers run 50g each.

You are pretty sure you received preferential pricing on these.

Subtract 900g from your totals.

You mention you are looking for toys for Michael's little boy. The first shopkeeper sends you to a second. He sends you to a third. The third's shop is closed. You begin to get a bit annoyed at the obvious run-around. When you head back to the Inn for lunch, you find several parents and children waiting for you.

The innkeeper gestures for you to remain silent and bustles you to a central table.

The first family approaches and stops. A young boy comes forward.

"We heard you was looking for toys and we all wanted to help." The boy pauses, looking back at his parents. They gesture for him to continue. "You rescued my best friend Nissa so to say thanks, I brung you this." He holds out a stick pony. It is very finely crafted with a sturdy maple shaft and a head that looks extremely life-like. A long, silky mane flows down from the stick-pony's neck.

"His name is Seabiscuit and he is the fastest stick-pony in town. We never done lost a race all year! I want you to have him."

You solemnly accept this gift.

The next family comes forward. It's the part-dwarven family of smiths who lost a daughter, Karla. Karla steps forward.
"When we heard you were looking, I wanted to make something. Well," she glances at her family, "We all did. Pa had this dagger blank ready so my Ma wrapped the hilt and I added the crystal. We didn't sharpen it - we figured he was a bit young for that."

She hands you a long, light dagger - a perfect sized "sword" for a small boy. The blade is fine steel. The hilt is wrapped with soft leather cunningly wrapped with copper wire. At the base of the hilt is inset a clear quartz crystal with an included flaw that looks like a griffon in flight.

"Tell you little one that this is the first sword of the dwarven princess Karla. With it, she slew a whole band of orcs and goblins that tried to capture her and her little brother.

Karla and her family step aside.

Nak'ral, a part-goblin boy you rescued, approaches with his family. They are some of the best leatherworkers in town. The father approaches and hands you a finely tooled leather scabbard. It appears worn but well kept. "I once had a "sword" like the one young Karla just gave you. This was the scabbard I kept it in. The sword is long since lost but, well, I reckon it's time this went back out to have grand adventures like it used to. Afore I grew up and all." He hands you the scabbard and a child's belt to hang it from.

With a wink, he confides, "It's magic, you know. Taint no dragon nor giant nor troll nor any big creature what's can harm you when you wear that."

As the man turns to step away, little Nak'ral rushes forward. He hands you a toy boat. This, you remember, was the bone of contention between him and his father. The boy wanted to be a sailor and preferred playing with the boat to following the family's leatherworking tradition.

"Here," he whispers. "Its a grand boat. Mayhap he will love it like I did. I don't need it no more." With that, he turns and runs back to his parents.

We have 2,958 in cash and gems as a group now.