Adventure Date: April 1, 2023
Last Updated: April 1, 2023
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LOOT BREAKDOWN BY CHAPTER
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Chapter 16b
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heading back to town
- 8 zombies
In town
- Dwarves offer 10% profits of the mine
- Mayor offers Tresendar Manor in Phandalin (need to pay for repairs and upkeep)
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Triboar Trail and High Road
- screaming villagers (women and children) running down the road, men stayed behind to fight
- raiders have taken over the fishing town of Nargenstal (50 permanent, 30 transient)
- a few large creatures (smooth skinned humanoid, pointy ears) and scaly barking small creatures (kobolds)
- follow Granval River to town
- great barn, moat with hidden ford, guard tower, longhouse for smokin' fish, inn - frostmaiden
- night camping with villagers
= big medium creature and 5 kobolds
- kobolds x5 TOTAL = 63.1 gp x5 + 11 gp = 315.5
- scale mail = 50 gp
- shield, = 10 gp
- sling, = 1 sp
- spear = 1 gp
- dagger = 2 gp
trollkin (odd crossbreed between trolls and goblins, fear fire) x1
- hide armor = 10 gp
- spear = 1 gp
- legendary sword ???? (given to Coryn)
half day journey to Nargenstal
Battle of Nargenstal
- Coalkell, the Ogre Lord
- magic large pike +1 = 100 gp (since large) sell ?
- large chainmail = 75 gp
- female trollkin druid? Wormwood TOTAL = 10 gp
- magic staff +1 = 100 gp sell ?
- hide armor = 10 gp
- trollkin x5 TOTAL = 11 gp x5 = 55 gp
- hide armor = 10 gp
- spear = 1 gp
- kobolds x27 TOTAL = 63.1 gp x27 = 1,703.7 gp
- scale mail = 50 gp
- shield = 10 gp
- sling + 8 stones = 1 sp
- spear = 1 gp
- dagger = 2 gp
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Chapter 17
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Search of village
Barn - nothing :(
Frostmaiden Inn
- First floor - pillaged pantry and kitchen
- basement
- Javalin of Thor (requires attunement) Deikenran
Javelin of lightning that bestow bestow great favor upon their owners.
One of these fabled weapons may be found by anyone casting detect magic in the Frost Maiden Inn’s cellar;
it is hidden within a false beam in the ceiling, easily opened once discovered.
Locating the hidden cache without magic requires a DC 20 Wisdom (Perception) check.
Characters who specify that they search the ceiling have advantage on the check.
Unlike a standard javelin of lightning, a javelin of Thor bestows a charm upon the first character who attunes it:
Charm of the Stormrider: This charm has 3 charges.
As an action you can expend a charge to gain resistance to lightning and thunder damage for 1 hour.
A javelin of Thor will not bestow a second charm until its current owner dies,
or it is lost and reclaimed by the worthy hand of another.
The javelin itself makes the wielder’s hair all stand on end until thrown,
and the wielder glows with a multicolored nimbus like the northern lights, brighter and dimmer by turns.
Upstairs
- no magic :(
- private guestroom - broken door - saggy bed
- small lockbox
- 25 gp
- 175 sp
- 75 cp
- pay ledger (in draconic) has each kobold's name incribed
- 11 kobolds + 2 trollkin to the north of Inn moving towards western door and into the kitchen
- 11 kobolds = 594.1
- scale mail = 50 gp x 9 = 450 gp
- shield = 10 gp x 11 = 110 gp
- sling + 8 stones = 1 sp x 11 = 1.1 gp
- spear = 1 gp x 11 = 11 gp
- dagger = 2 gp x 11 = 22 gp
- 33 Flasks of Demonfire - 5 each, 3 left over for Imp
- mithral halfplate x1 sell = 850 gp
- mithral scalemail armor x1 sell = 150 gp
- magic ring of jumping x1 sell = 100 gp
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell
from it as a bonus action at will, but can target only
yourself when you do so.
- 2 trollkin
- hide armor = 10 gp x2 = 20 gp
- Spear of Life stealing (rare): sell
When you attack a creature with this magic weapon and roll a 20 on the attack roll,
that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead.
You gain temporary hit points equal to the extra damage dealt.
- Spear of Wounding (rare): Coryn
Hit points lost to this weapon’s damage can be regained only through a short or long rest,
rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon,
you can wound the target. At the start of each of the wounded creature’s turns,
it takes 1d4 necrotic damage for each time you’ve wounded it,
and it can then make a DC 15 Constitution saving throw,
ending the effect of all such wounds on itself on a success.
Alternatively, the wounded creature, or a creature within 5 feet of it,
can use an action to make a DC 15 Wisdom (Medicine) check,
ending the effect of such wounds on it on a success.
- pale skin human on a pale horse - Vinder Gandelossen, the Red Hunter - wanted the Javalin of Thor
- magic longbow +1: Coryn
- breastplate = 400 gp
- spear = 1 gp
- pouch
Bead Of Force- 1 each, + 1 imp, +1 Xenon
Wondrous item, rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce.
Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet.
The bead explodes on impact and is destroyed.
Each creature within a 10-foot radius of where the bead landed must succeed
on a DC 15 Dexterity saving throw or take 5d4 force damage.
A sphere of transparent force then encloses the area for 1 minute.
Any creature that failed the save and is completely within the area is trapped inside this sphere.
Creatures that succeeded on the save, or are partially within the area,
are pushed away from the center of the sphere until they are no longer inside it.
Only breathable air can pass through the sphere’s wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere’s wall,
moving the sphere up to half the creature’s walking speed. The sphere can be picked up,
and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Restorative Ointment (4 doses) to Imp
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe.
The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin.
The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
- pale horse
- Horseshoes of Speed (rare) = sell = 500 gp
- 100 gp
- 315 sp
Demonfire is a volatile alchemical substance that functions as alchemist’s fire in most regards.
On a hit, the target takes 1d4 fire damage at the start of each of its turns.
A creature can end this damage by using its Action to make a DC 10 Dexterity check to extinguish the flames.
The true difference is in the poisonous fumes released when the substance burns.
The smoke from burning demonfire is a soporific poison.
All creatures hit by the oil and within 5 feet of it burning must make a DC 13 Constitution save or become poisoned.
The poisoned creature is unconscious.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If it fails three saves the poisoned condition lasts for 8 hours.
During this time the poisoned creature wakes up if it takes damage, or if another creature takes an action to shake it awake.
Even if it wakes early the creature is groggy and disoriented (the poisoned condition persists for the full duration).
Note: Obsidiana Poker given to Obsidiana
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Store
- hidden compartment with a Glyph (fire Trap - dispelled)
- unlocked
- strongbox locked then picked - belong to villagers
- 100 gp
- 300 sp
- 200 cp
- 12 gemstones = 50 gp each
- 5 jewelry (bracelets) 75 gp each
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- 8 wandering wolves came at night during first watch to eat the kobold heads impaled on spiked poles.
2 great pelt 3 gp
4 good pelt 2 gp
1 poor pelt 1 gp
1 ruined pelt 0 gp
- 2 wandering owlbear 2 gp
- excellent owlbear 6 gp
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LOOT SUMMARY
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Story Awards
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- Gundren and Nundro Rockseeker, two dwarven brothers, grateful for rescue and clearing Wave Echo Cave
agree to provide the adventurer's with 10% of the profits from Wave Echo Cave (Chapter 16)
- For defeating the Black Spider and minions, the Mayor of Phandalin award the adventurers with
Tresendar Manor to use as a base, but they will need to pay for repairs and upkeep (Chapter 16)
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Loot for Chapters 1 to 2 (distributed)
coins = 99.5 gp each
store credit = 55 gp each
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Loot for Chapters 3 to 5 (distributed)
coins = 123 gp each
store credit = 112 gp each
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Loot for Chapters 6 to 8 (distributed)
coins = 72 gp each
store credit = 324 gp each
kitty = 4 gp, 7 sp
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Loot for Chapters 9 to 11 (distributed)
coins = 345 gp each
store credit = 256 gp each
kitty = 5 gp, 9 sp
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Loot for Chapters 12A (distributed)
coins = 149 gp each
kitty = 6 gp
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Loot for Chapters 13 to 16a (distributed)
coins = 325 gp
store credit = 47 gp each
kitty = 3 cp
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Group Kitty = 0 coins/gems = 0 lbs = 0 gp = 50 gp/lb
pp = = 0.00 gp = 500 gp/lb
gp = 125 = 0.00 gp = 50 gp/lb
sp = 490 = 0.00 gp = 5 gp/lb
cp = 78 (villagers) = 0.03 gp = 0.5 gp/lb
misc = = 0.00 gp
Loot for Chapters 16b to ?? (not distributed)
coins = 615 gp = 102 gp each + 3.78 gp kitty
sold items = 2,159.2 gp ch 16b (all but pike +1 and staff+1)
= 200 gp ch 16b (pike +1 and staff+1)
= 2,115.1 gp ch 17
= 500 gp ch 17 (add +500 gp for spear of life stealing)
total = 4,974.3 gp X 50%
= 2,487.15 gp = 424 gp each (+ 3.15 gp kitty)
TOTAL EACH = 102 GP + 424 GP = 526 GP EACH (kitty = 6.93 gp)
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DM HOUSE RULE: characters can attune to number of magic items = 1 + proficiency bonus
characters can now attune to 1 + 3 = 4 magic items.
DM HOUSE RULE: Potions can be drunk as a bonus action
DEIKONRAN - 1st watch - Number of attuned items = 4/4
- Amulet of Health (rare, requires attunement) = CON 19 = 500 gp (purchase)
- Belt of Hill Giant Strength (rare, requires attunement) = STR 21 = 500 gp (purchase)
- Cloak of Displacement (rare, requires attunement) = attacks on you at dis = 500 gp (purchase)
- Periapt of Wound Closure (uncommon, requires attunement) = stabilize, double hit die healed = 100 gp (purchase)
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- Javalin of Thor (uncommon, requires attunement - not attuned) = 100 gp (loot)
- Scuro's Gauntlets of Ogre Power (uncommon, requires attunement - not attuned) = STR 19 = 100 gp (loot)
(in case needed for that "Hammer of Thunderbolts" triple combo)
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- Broom of Flying (uncommon) = 100 gp (purchase)
- "Hew" (rare) silver battleaxe +2, max damage vs plants = 700 gp (loot)
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- Potion of Healing x1 (common) = 50 gp (loot)
- Bead Of Force x1 (loot)
SIGH - 1st watch - Number of attuned items = 4/4
- "Glass Staff" Staff of Defense (rare, requires attunement) = 500 gp (loot)
- Bloodwell Vial +2 (rare, requires attunement) = +2 spell attack, +2 spell DC, regain socery points = 500 gp (purchase)
- Fire Elemental Essence Shard (rare, requires attunement) = one target of metamagic spell takes extra 2d10 damage = 500 gp (purchase)
- Merfolk Friendship Ring (ring, rare, requires attunement) = 600 gp (purchase)
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- Scuro's Double-Proof Periapt (wondrous item, rare) = 600 gp (purchase)
- Decanter of Endless Water (uncommon) = 100 gp value (purchase)
- Wand of Magic Missile (uncommon) = 100 gp value (loot)
- spell component: identify (100 gp pearl) x1
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- Potion of Healing x1 (common) = 50 gp (loot)
- Potion of Greater Healing x1 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Scroll = lightning bolt (uncommon, 3rd lvl spell) = 75 gp (loot)
- Scroll = misty step (uncommon, 2nd lvl spell) = 50 gp (loot)
- golden statuette of Sun Elf (10 gp value) with a single use Augury spell
- Bead Of Force x1 (loot)
CORYN - 2nd watch - Number of attuned items = 4/4
- Amulet of Health (rare, requires attunement) = CON 19 = 500 gp (purchase)
- Pearl of Power (uncommon, requires attunement) = recover 3rd lvl spell slot = 100 gp (purchase)
- Ring of Protection +1 (rare, requires attunement) = +1 AC, +1 saves = 500 gp (loot)
- Rod of the Pact Keeper +2 (rare, requires attunement) = +2 spell attack, +2 spell DC, regain warlock spell = 500 gp (purchase)
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- Bag of Holding (uncommon) = holds 500 lbs = 100 gp (purchase)
- "Dragonguard" (rare) = adamantine breastplate +1, no crits, adv on saves vs dragon type breathe = 1,100 gp (loot)
- Immovable Rod (uncommon) = rod no move = 100 gp (purchase)
- Longbow +1 (uncommon) = 100 gp (loot)
- Selune's Warding Bond (platinum ring spell component: matching pair on Pearl) = 50 gp
- Sentinel Shield +1 = 200 gp (purchase)
- "Talon" Silver Longsword +1 (uncommon) = 200 gp (loot)
Spear of Wounding (rare): Coryn
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- Potion of Healing x2 (common) = 50 gp
- Potion of Greater Healing x1 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potions of Vitality x1 (loot)
- Scroll = darkness (uncommon, 2nd lvl spell) = 50 gp (loot)
- Bead Of Force x1 (loot)
OBSIDIANA - 2nd watch - Number of attuned items = 4/4
- Instrument of the Bards - "Cli Lyre (rare, requires attunement) = cast extra spells = 500 gp (purchase)
- Reveler's Tambourine (rare, requires attunement) = +2 DC bard spell, cast Otto's dance = 500 gp (purchase)
- Stone of Good Luck (uncommon, requires attunement) = +1 ability checks, +1 saves = 100 gp (purchase)
- "Deikonran Stunner" Wand of Lightning Bolts (rare, requires attunement by a spellcaster) = 500 gp (loot)
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- Boots of Elvenkind (uncommon) = stealth at adv = 100 gp (purchase)
- Cape of the Mountebank (rare) = cast dimension door = 500 gp (purchase)
- Periapt of Immunity and Good Fortune (rare) = 750 gp (purchase)
- Periapt of Health/Proof against Poison
- amulet of the drunkard
- clockwork amulet
- Goggles of the Owlette = 200 gp total (purchase)
- Eyes of Minute Seeing
- Goggle of Night - 120 ft total
- Feather Staff, a.k.a. "The Tickler" (uncommon) Quarterstaff +1, cast "feather fall" = 100 gp value (loot)
- Gloves of Thievery (100 gp purchase)
- Helm of Comprehend Languages (uncommon) = 100 gp (purchase)
- "Obsidiana Poker" Shortbow +1 (uncommon) = 100 gp (loot)
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- Potion of Healing x1 (common) = 50 gp (loot)
- Potion of Greater Healing x1 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Scroll = charm person (common) = 25 gp (loot)
- Scroll - silence (uncommon, 2nd lvl spell) = 50 gp (loot)
- Bead Of Force x1 (loot)
PEARL - 3rd watch - Number of attuned items = 4/4
- Moon Cloak (uncommon, requires attunement) = +1 AC, +1 saves, waterwalk = 200 gp (purchase)
- Pearl of the Moon (uncommon, requires attunement) = Pearl of Power - recover 3rd lvl spell slot = 100 gp (purchase)
- Selune's Crescent Moon Amulet +2 (uncommon, requires attunement) = 500 gp (purchase)
- Gleaming Gauntlets of Ogre Power (uncommon, requires attunement) = STR 19 = 100 gp (loot)
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- Heraldic Shield (uncommon) = Shield +2, display any heraldic symbol = 500 gp (purchase)
- Jebalek's Clockwork Amulet (common) = +2 initiative, to hit roll= 10 + bonuses 1/day = 50 gp (purchase)
- Lightbringer (uncommon) = Mace +1, +1d6 radiant damage vs undead = 200 gp (loot)
- Mace of the Moonmaiden (uncommon, silvered) = Silver Mace +1, detect weres r=120 ft = 200 gp (purchase)
- Netheril Splint Armor (rare) = Splint Armor +1 = 700 gp (loot)
- Selune's Warding Bond (platinum ring spell component: matching pair on Coryn) = 50 gp
Spear of Life stealing (rare): Pearl
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- 6 diamonds (100 gp each) - spell component for revivify = x2
- Potion of Healing x1 (common) = 50 gp (loot)
- Scroll - augury (uncommon, 2nd lvl spell) = 50 gp (loot)
- Scroll - revivify (uncommon, 3rd lvl spell) = 400 gp (loot)
- silver goblet (with moonstone) = 60 gp
- wooden smokin' pipe with platinum filigree = 150 gp
- Bead Of Force x1 (loot)
XENON - 3rd watch - Number of attuned items = 4/4
- Cloak of Elvenkind (uncommon, requires attunement) = stealth at adv, other's perception at dis = 100 gp (purchase)
- Ring of Protection +1 (rare, requires attunement) = +1 AC, +1 saves = 500 gp (purchase)
- Ring of Thunder Resistance (rare, requires attunement) = 500 gp (loot)
- Slippers of Spider Climbing (uncommon, requires attunement) = walk walls, climb speed = 100 gp (purchase)
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- Arrows of Wolloping (common, one use each) = 25 gp each = x15 (loot)
- Longbow +1 (uncommon) = 100 gp (loot)
- Rope of Climbing (uncommon, no atunement) = 100 gp (loot)
- "Tango" Shortsword +1 (uncommon) = 100 gp (loot)
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- Potion of Bless x1 (uncommon) = 50 gp (loot)
- Potion of Healing x2 (common) = 50 gp (loot)
- Potion of Greater Healing x2 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potions of Vitality x1 (loot)
- Bead Of Force x2 (loot)
DUSK the IMP
- Restorative Ointment (4 doses)
- Bead Of Force x1 (loot)
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