Treasure

This section will detail character wealth and general party wealth. It will also detail items found. The items can be copied/moved to individual character sheets if desired. Please edit this page and copy/move the item including all markup tags.

Notes

  1. Copper pieces exist. And it can be assume that your character might be carrying a few. 100 will get you a silver piece so they essentially have the same value as 1 or 2 pence in today’s values thus they are not worth tracking
  2. The superscript numbers are for me to keep a record of values and information yet to be found out




Total Party Wealth (undistributed)

GP SP Misc
330 186 (1)Black Pearl { Not a pirate ship! }
(1)Moon Stone { 100gp }




Character Wealth
(alphabetical order)

All character Gold is current held under security within Castle Garody 16/02/11

Arannis
GP SP Misc
0 0
Brok
GP SP Misc
396 9
Kalle Bantam
GP SP Misc
404 15
Kosmar
GP SP Misc
368 0
Necromantique
GP SP Misc
202 0
Ptorus
GP SP Misc
78 0
Red
GP SP Misc
440 15
Thorgrim Ironhammer
GP SP Misc
548 15
Tulip Fig
GP SP Misc
548 15




Magical Items

WEAPONRY

Armblade
A serrated Broadsword that can ‘slot’ into some warforged arms. On each side of the blade is incribed a symbol of …1
Weapon: Broadsword
Requirement: You must have the living construct racial trait to use this item.
Enhancement: +1 to Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: You gain a +2 item bonus to opportunity attacks made with this weapon.
Keeper: Red

Rebounding Hand Crossbow
An ordinary looking hand crossbow
Weapon: Crossbow
Enhancement: +1 to Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of the original enemy
Keeper: Kalle

Rousing Hammer
A traditional dwarven throwing hammer
Item Set:3 Aleheart Companion’s Gear
Enhancement: +1
Property: When you hit an enemy with this weapon each ally you can see can stand up as a free action
Keeper: Brok
Hammer render 3

Kurri +1
do you mean one of these
Enhancement: +1 Attack rolls and damage rolls
Critical: +1d6 damage per plus
Keeper: Kosmar

Thornspray Greatclub
A crude two handed greatclub
Weapon: Greatclub
Enhancement: +1 to attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Standard. Close blast 5, Wis vs Fort. 1d6 +Wis dmg and the target is -2 to all defenses until the end of your next turn.
Keeper: Brok

Paired Razor
With a flick this straight razor becomes two with startling speed
Weapon: Light Blade
Enhancement: +1 to attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (At-Will): Minor. Split the weapon into two identical weapons, one in each hand. Spend another Minor action to recombine the weapons into one. If you have the Quick Draw feat you can split or recombine the weapon as a free action.
Keeper: Kalle

Shoulderbow +2
Embedded in your back, this hidden hand crossbow springs to life at your whim.
Weapon: Hand Crossbow
Requirement: You must have the living construct racial trait to use this item.
Enhancement: +2 attac rolls and damage rolls
Critical: +1d6 damage per plus (2d6)
Property: This magic crossbow is attached to or embedded in your back. With a minor action, you can mentally command it to rise to a position on your shoulder. Once it is in position you can fire a shoulderbow as a standard action by using a mental command and no hands at all. The shoulderbow generates itsown ammunition. These bolts disappear 1 round after they are fired or removed from the bow.
Power (Daily): Minor action. Make a ranged basic attack with the shoulderbow.
Keeper: Red

APPAREL

Scales of Vigour
A set of scale armour that appears crafted from small pieces of white slatestone
Item Set:3 Aleheart Companion’s Gear
Enhancement: +1 AC
Power (Daily ✦ Healing): Minor Action. You use your second wind and gain an additional 1d6 hit points.
Keeper: Brok

Burglar’s Gloves
These fingerless black gloves are embroidered with dark red sigils and improve your thievery skills.
Enhancement: +1 item bonus to Thievery checks
Item Slot: Hands
Keeper: Kalle

Armband of Shielding Protection
This enchanted bracelet can be activated to expand and provide you and an ally with magical protection for a short time.
Enhancement: N/A
Item Slot: Arms
Power (Daily): Standard action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn
Keeper: Red

Robe of Resistance
A dark green robe with golden arcane symbols woven into the fabric
Enhancement: +1 AC
Property : The armour allows the use to ignore the first 5 damage from attacks with the Acid keyword.
Keeper: Kosmar

Gloaming Shroud +1
This dark blue cloak is the colour of a clear dusk sky. The material it is made from seems to drink in the light around it
Item Slot: Neck
Enhancement: +1 Fortitude, +1 Reflex, +1 Will
Property : Gain an item bonus to Stealth checks in dim light or darkness equal to the shroud’s enhancement bonus ( +1).
Power (Daily): Minor action. Create a zone of dim light (close burst 10) that lasts until the end of the encounter. Bright light created or brought into the zone is reduced to dim light within the zone.
Keeper: Kalle

Talon Amulet +1
Bearing a single dragon’s claw, this necklace sharpens your attacks and discourages marauders as well.
Item Slot: Neck
Enhancement: +1 Fortitude, +1 Reflex, +1 Will
Property : Gain a +1 item bonus to damage rolls when you have combat advantage.
Power (Daily): Minor action. Until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage.
Keeper: Brok

TOOLS

Symbol of Life
Ancient wood, onyx surrounds and swirls. Symbol of Aasterinian
Implement (Holy Symbol)
Enhancement: +1 to Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.
Keeper: Red

Dragontooth Wand
A long blacken tooth, Gold bands
Implement: Wand
Enhancement: +1 to Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily ✦ Arcane, Illusion, Implement, Psychic)
Grasping Shadows
At your command the shadows reach out, grab hold of your foes and wreath the area in darkness
Area: burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn, it is also partially concealed to any ranged attack without Low light vision or better.
Keeper: Kosmar

Harp of Deeper Slumber
A single tone from this small harp leaves creatures briefly inattentive.
Wondrous Item: 680 gp
Item Slot: Held
Power (Daily): Minor action. Each creature within 20 squares of you takes a -15 penalty to Perception checks until the end of your next time
Keeper: Arannis

CONSUMABLES

Enormous Golden Carrot
An unusually large root vegetable, this item provides ‘everlasting provisions’, after an extended rest it will provide sustenance for five Medium or Small creatures (or one Large creature) for 24 hours. Anyone who consumes a portion of this carrot also receives a +2 bonus to the first attack roll of the day due to mystically improved eyesight.
Enhancement: +2 to first attack roll after an extended rest
Wondrous Item: 1,000 gp
Keeper: Kalle

Elixir of Aptitude
This sweet amber broth enhances your innate talents.
Special: Consuming this elixir counts as a use of a magic item daily power.
Power (Consumable): Minor action. For 1 hour, gain a +1 power bonus to checks using one skill of your choice.
Keeper: Kalle

Gravespawn Potion
This deep purple, putrescent liquid fends off diseases and poisons.
Power (Consumable): Minor action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against disease.
Keeper: Kalle

Talent Shard
This crystal shard contains the essence of a specific talent. When you extract it, you gain insight into that talent for a short time.
Power (Consumable): Minor action. Choose one skill. You gain a +1 bonus to checks with that skill until the end of the encounter.
Keeper: Kosmar

Kruthik Potion
This foul concoction bestows a burst of health and coats you in fine silvery plates that protect against acid.
Power (Consumable): Minor action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 15 temporary hit points and resist 5 acid until the end of the encounter.
Keeper: Kalle

Clockwork Bomb
You set the device on the ground and hope that it detonates when you want it to.
Special: Once the bomb is set, it can be disabled with a DC 17 Thievery check.
Power (Consumable ✦ Fire): Minor action. Place the clockwork bomb in your space or an adjacent square, and decide how many rounds should pass before the bomb goes off (6 rounds max). Each round, at the start of your turn, move the clockwork bomb one square in adirection of your choosing and roll a d6. On a roll of 6 the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb had the same defenses as its user), it also explodes. When the bomb detonates, make an attack: Area burst 1 centered on the bomb’s space; targets each creature in burst; +7 vs. Reflex; 1d10 fire damage.
Keeper: Red

MISCELLANEOUS

Curtain of fear
A black ‘rubberised’ curtain that strikes fear into the hearts of all those view it!… Until they get over it… afterwards it’s just a thick black curtain… about 7 meters long and 2.5 mters wide
Enhancement: None
Power (Special ✦ Fear): +4 vs Will; Victim will run away from the area to a safe distance (200 meters) or until a save is made. If a victim makes a save while looking at the curtain it’s effect is permanently neutralised. It must the hung up like a curtain would be before it will function
Keeper: Kosmar

Treasure

Ghostwater CharlieP