COVID 5.0 - The Lost Mine - Chapter 18 - Loot

Adventure Date: April 29, 2023

Last Updated: April 30, 2023


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LOOT BREAKDOWN BY CHAPTER
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Chapter 16b
----------
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)

-----------------
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

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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) 	Deikonran
		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)
			
	- 2 trollkin 
		- hide armor = 10 gp x2		= 20 gp
		- Spear of Life stealing (rare, requires attunement): 500 gp		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, requires attunement): 500 gp 		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  	- see DMG p154
		Restorative Ointment (4 doses) to Imp		- see DMG p154
			Wondrous item, uncommon 
			
	- 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 
	- Nargenstal Village General Store Strongbox - locked then picked - belongs/return to villagers
	- 100 gp
	- 300 sp
	- 200 cp
	- 12 gemstones = 50 gp each
	- 5 jewelry (bracelets) 75 gp each

------------------
- 8 wandering wolves came at night during first watch to eat the kobold heads impaled on spiked poles.
	2 great wolf pelt 3 gp				TM
	4 good pelt  2 gp				sell
	1 poor pelt  1 gp				sell
	1 ruined pelt 0 gp				sell

- 2 wandering owlbear came at night during third watch
	- 1 excellent owlbear pelt 6 gp			TM
	- 1 poor owlbear  pelt  2 gp			sell


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Chapter 18
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Farway
------
Captain Joham Belford (palace guard?) - Obsidiana Harper contact in Farway
Orland Beuvelard - The Duke of Farway - former wizard of the court, defeated the old duke

Journey - uneventful

Meeting with the Duke Orland
- escort a chest to the kingdoms capital, silver pieces, to pay royal taxes.
- 6000 sp total, half up front = 3,000 sp or 50 gp each
- wagon trip several days journey through the dark wood, going to Waterdeep.

sold loot to blacksmith/magic shop
- offered items at 10% off
- sold items at normal 50%

rumors
- late duke ferdinand was practicing necromantic magic, wife and daughter executed for dark magic
- undead increasing in forest and has been attacking the convoys, but not the village

Captain gives 6 Greater Healing Potion (so 1 each) 
Cleric of Lathandar gave Pearl 2 Vials of Holy Water (throw, 2d6 radiant vs fiends/undead) - given to Xenon

journey to Waterdeep
10 bandits attack at night (9 dead, 1 alive but captured)
- have spotter (blue dot dude) saw leave town, hoped to steal their goods
captured lights
- did not see first convoy
- have seen lights south of here
phantom lady
- dreadful howl through the woods (coming from the south down by the river)
- you are not welcome here, the blood that soils this land is on your hands
- glowing floating screaming crazy lady approaching (to be continued)


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LOOT SUMMARY
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Story Awards
------------
- 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 Townmaster 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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Loot for Chapters 16b to 17 (distributed)
coins = 486 gp each
kitty = 221 cp (donated to surivors of Nargustal)

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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 17 (distributed)

coins 		= 174 gp 		= 29 gp each + 0.78 gp kitty

sold items 	=   2,359.2 gp 	ch 16b 
 		=   3,126.1 gp 	ch 17	


	total	= 5,485.3 gp X 50%     
		= 2,742.65 gp		= 457 gp each (+ 0.65 gp kitty)

TOTAL EACH = 29 GP + 457 GP = 486 GP EACH (kitty = 1.43 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, attuned) = CON 19 = 500 gp (purchase)
- Belt of Hill Giant Strength (rare, attuned) = STR 21 = 500 gp (purchase)
- Cloak of Displacement (rare, attuned) = attacks on you at dis = 500 gp (purchase)
- Periapt of Wound Closure (uncommon, attuned) = stabilize, double hit die healed = 100 gp (purchase)
------------
- Scuro's Gauntlets of Ogre Power (uncommon, not attuned) = STR 19 = 100 gp (loot) 
  (in case needed for that "Hammer of Thunderbolts" triple combo) 
- Thor's Javalin (uncommon, not attuned) = 200 gp (loot)
------------
- Broom of Flying (uncommon) = 100 gp (purchase)
- Clockwork Amulet (common) = to hit roll= 10 + bonuses 1/day = 50 gp (purchase)
- "Hew" (rare) silver battleaxe +2, max damage vs plants = 700 gp (loot)
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- Bead of Force x1 (rare) = 100 gp/bead = 100 gp (loot)
- Flask of Demon Fire x5 = 100 gp each (loot)
- Potion of Greater Healing x1 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potion of Healing x1 (common) = 50 gp (loot)


SIGH - 1st watch - Number of attuned items = 4/4
- "Bird Glass Staff" (rare, attuned) = 550 gp (loot)
	- Staff of Birdcalls (common ability) = +50 gp
	- Staff of Defense (rare ability, requires attunement) = +500 gp
- Bloodwell Vial +2 (rare, attuned) = +2 spell attack, +2 spell DC, regain socery points = 500 gp (purchase)
- Fire Elemental Essence Shard (rare, attuned, sorcerer only) = one target of metamagic spell takes extra 2d10 damage = 500 gp (purchase)
- Merfolk Friendship Ring (rare, attuned) = 600 gp (purchase)
	- Cloak of the Manta Ray = (uncommon ability) = +100 gp
	- Ring of Protection +1 (rare ability, requires attunement) = +1 AC, +1 saves = +500 gp
------------
- Astral Shard (rare, not attuned, sorcerer only) = teleport 30 ft = 500 gp (purchase)
- Far Realm Shard (rare, not attuned, sorcerer only) = psychic tentacle slap/frighten = 500 gp (purchase)
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- Boots of Elvenkind (uncommon) = stealth at adv = 100 gp (purchase)
- Decanter of Endless Water (uncommon) = 100 gp value (purchase)
- Scuro's Double-Proof Periapt (wondrous item, rare) = 600 gp (purchase)
	- Periapt of Health (uncommon ability) = immune disease = +100 gp
	- Periapt of Proof against Poison (rare ability) = immune poison = +500 gp
- Wand of Magic Missile (uncommon) = 100 gp value (loot)
- spell component: identify (100 gp pearl) x1
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- Bead of Force x1 (rare) = 100 gp/bead = 100 gp (loot)
- Flask of Demon Fire x5 = 100 gp each (loot)
- Golden Statuette of Sun Elf (10 gp value) with a single use Augury spell (uncommon, 2nd lvl spell) = 50 gp (loot) 
- Potion of Greater Healing x2 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potion of Healing x1 (common) = 50 gp (loot)
- Scroll = lightning bolt (uncommon, 3rd lvl spell) = 75 gp (loot)
- Scroll = misty step (uncommon, 2nd lvl spell) = 50 gp (loot)


CORYN - 2nd watch - Number of attuned items = 4/4
- Amulet of Health (rare, attuned) = CON 19 = 500 gp (purchase)
- Pearl of Power (uncommon, attuned) = recover 3rd lvl spell slot = 100 gp (purchase)
- Ring of Protection +1 (rare, attuned) = +1 AC, +1 saves = 500 gp (loot)
- Rod of the Pact Keeper +2 (rare, attuned) = +2 spell attack, +2 spell DC, regain warlock spell = 500 gp 
------------
- Spear of Wounding (rare, not attuned) = 500 gp (loot)
- Sun Blade (rare, not attuned) = 500 gp (purchase)
------------
- Bag of Holding (uncommon) = holds 500 lbs = 100 gp (purchase)
- Clockwork Amulet (common) = to hit roll = 10 + bonuses 1/day = 50 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)
------------
- Bead of Force x1 (rare) = 100 gp/bead = 100 gp (loot)
- Flask of Demon Fire x5 = 100 gp each (loot)
- Potion of Greater Healing x2 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potion of Healing x2 (common) = 50 gp
- Potion of Vitality x1 (loot)
- Scroll = darkness (uncommon, 2nd lvl spell) = 50 gp (loot)


OBSIDIANA - 2nd watch - Number of attuned items = 4/4
- "Deikonran Stunner" Wand of Lightning Bolts (rare, attuned) = 500 gp (loot)
- Instrument of the Bards - "Cli Lyre (rare, attuned) = cast extra spells = 500 gp (purchase)
- Reveler's Tambourine (rare, attuned) = +2 DC bard spell, cast Otto's dance = 500 gp (purchase)
- Stone of Good Luck (uncommon, attuned) = +1 ability checks, +1 saves = 100 gp (purchase)
------------
- Boots of Elvenkind and False Tracks (uncommon) = 150 gp (purchase)
	- Boots of Elvenkind (uncommon ability) = stealth at adv = +100 gp (purchase)
	- Boots of False Tracks (common ability) = +50 gp (purchase)
- Cape of the Manta Ray Mountebank (rare) = 600 gp (purchase)
	- Cape of the Mountebank (rare ability) = cast dimension door = +500 gp 
	- Cloak of the Manta Ray = (uncommon ability) = +100 gp
- "Deikonran Poker" Shortbow +1 (uncommon) = 100 gp (loot)
- Elven Glamerweave (rare) = 800 gp (purchase)
	- Chain Shirt (base armor) = +50 gp 
	- Armor +1 (rare ability) = +500 gp
	- Glamoured property (uncommon ability) = disguise armor = +100 gp
	- Glamerweave (uncommon ability) = +1d4 perform or persuasion 1/day = +100 gp
	- Guardian minor property (uncommon ability) = +2 initiative = +50 gp
- Feather Staff, a.k.a. "The Tickler" (uncommon) Celestial Quarterstaff +1, cast "feather fall" = 100 gp value (loot)
- Gloves of Thievery (100 gp purchase)
- Goggles of the Owlette = 200 gp total (purchase)
	- Eyes of Minute Seeing 
	- Goggle of Night - 120 ft total
- Helm of Comprehend Languages (uncommon) =  100 gp (purchase)
- Periapt of Immunity and Good Fortune (rare) = 750 gp (purchase)
	- Amulet of the Drunkard (uncommon ability) = heal from beer = +100 gp
	- Clockwork Amulet (common ability) = to hit roll = 10 + bonuses 1/day = 50 gp
	- Periapt of Health (uncommon ability) = immune disease = +100 gp
	- Periapt of Proof against Poison (rare ability) = immune poison = +500 gp
------------
- Bead of Force x1 (rare) = 100 gp/bead = 100 gp (loot)
- Flask of Demon Fire x5 = 100 gp each (loot)
- Potion of Healing x1 (common) = 50 gp (loot)
- Potion of Greater Healing x2 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Scroll = charm person (common) = 25 gp (loot) 
- Scroll - silence (uncommon, 2nd lvl spell) = 50 gp (loot) 


PEARL - 3rd watch - Number of attuned items = 4/4
- Moon Cloak (uncommon, requires attunement) = +1 AC, +1 saves, waterwalk = 200 gp (purchase)
	- Cloak of Protection +1 (uncommon ability, requires attunement) = +1 AC, +1 saves = +100 gp 
	- Ring of Waterwalking (uncommon ability) = walk on any liquid  = +100 gp 
- 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) 
------------
- Boots of Elvenkind (uncommon) = stealth at adv = 100 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)
- Pearl's Plate (uncommon) = Unbreakable Celestial Cast-off Adamantine Plate Armor = 1,700 gp (purchase)
	- Plate Armor (base armor) = +1,500 gp 
	- Adamantine (uncommon ability) = +100 gp
	- Cast-off (common ability) = +50 gp
	- Unbreakable (common ability) = +50 gp
- Selune's Warding Bond (platinum ring spell component: matching pair on Coryn) = 50 gp 
------------
- Potion of Greater Healing x1 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potion of Healing x1 (common) = 50 gp (loot) 
- Scroll - revivify (uncommon, 3rd lvl spell) = 400 gp (loot) 
- diamonds (100 gp each) x6 - spell component for revivify = x2


XENON - 3rd watch - Number of attuned items = 4/4
- Amulet of Health (rare, attuned) = CON 19 = 500 gp (purchase)
- Cloak of the Elven Montebank (rare, attuned) = 600 gp (purchase)
	- Cape of the Mountebank (rare ability) = cast dimension door = +500 gp 	
	- Cloak of Elvenkind (uncommon ability, requires attunement) = stealth at adv, other's perception at dis = +100 gp (purchase)
- Ring of Protection +1 (rare, attuned) = +1 AC, +1 saves = 500 gp (purchase)
- Slippers of Spider Climbing (uncommon, attuned) = walk walls, climb speed = 100 gp (purchase)
------------
- Ring of Thunder Resistance (rare, not attuned)  = 500 gp (loot)
-------------
- Arrows of Wolloping (common, one use each) = 25 gp each = x15 (loot) 
- Gloves of Thievery (uncommon) = 100 gp (purchase)
- Longbow +1 (uncommon) = 100 gp (loot) 
- Rope of Climbing (uncommon) = 100 gp (loot)
- "Tango" Shortsword +1 (uncommon) = 100 gp (loot) 
------------
- Bead of Force x2 (rare) = 100 gp/bead = 200 gp (loot)
- Flask of Demon Fire x5 = 100 gp each (loot)
- Potion of Bless x1 (uncommon) = 50 gp (loot) 
- Potion of Greater Healing x3 (uncommon) = 4d4+4 hp = 100 gp (loot)
- Potion of Healing x2 (common) = 50 gp (loot) 
- Potion of Vitality x1 (loot)
- Vial of Holy Water x2 (loot)
--------------


DUSK THE IMP
- Bag of Holding (uncommon) = holds 500 lbs = 100 gp (purchase)
- Bead of Force x1 (rare) = 100 gp/bead = 100 gp (loot)
- Flask of Demon Fire x3 = 100 gp each (loot)
- Restorative Ointment - 4 doses (uncommon) = 50 gp/dose = 200 gp (loot) 


TRESENDAR MANOR
- excellent wolf pelt x2 = 3 gp
- excellent owlbear pelt x1 = 6 gp	
- large iron key - locks/unlocks all the doors in cellar at Tresendar Manor - taken fom "eye=patch" bugbear
- Urman's Adventure Journal - history of the Lost Mine of Phandelver and the Forge of Spells - written in Dwarvish.
- collection of basic texts on alchemy - still in alchemy room of cellar at Tresendar Manor

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