Adventure Date: August 12, 2023
Last Updated: August 12, 2023
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LOOT BREAKDOWN BY CHAPTER
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Chapter 18
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Farway
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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 (distributed)
- 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 Potions (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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Chapter 19
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bandit prisoner - robbing since new duke has trippled taxes
apparition approaching could be banshee - vengeful spirit - daughter of old duke
- yells at us, curse us and our master, who paid you to come this way
- what he stole from us will never truly be his
- the treasure you carry is no more - laughs
- open the chest - the silver is no more - chest is now full coal coins
- has cursed duke's treasure so as to be worthless when leaves Farway
- obsidiana no clue how to break the curse
- answers lie in abondaned cottage with a shiny brand new lock with fresh supplies around
zombie - skeleton
- weapons rusty not worth it.
10 bandits - still to search
- 10 leather armor
- 10 scimatars
- 10 longbow and 20 arrows each
supplies (iron rations - 20-30 people) in crates around outside cabin
Xenon unlocks door lock
Xenon unlocks trap door lock under bed
dusty wine cellar under trap door
secret door in cellar
skeleton warrior - rusty shortsword, mildew shortbow
chest in storage room, along with crates
- coal shaped coins
altar/chapel room
- 2 statues on the altar - blood moon cult - inscription - "Levram Goodshire" on statue, leader of cult
- other statue looks like new duke - both statues in Dusk's bag of holding.
- 1 skeleton - old rusty stuff - worthless
- 2 spell caster (acolytes)
- black facial tattoos, black robes and gloves with gold trim
- dagger each
- black oozie'
- magical key was in the ooze - opens a magical lock - ethereal chest
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Chapter 20
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hallway
- 5 zombies in hallway, 2 more around corner - dead
- 3 divine alcolyte spellcaster's - protective black flame around one dead
-
south hallway
- 2+3 zombies
- 1+3+3 skeleten
- 1+1+1 female spellcaster?
- 1+1 acolyte
- 3 super prime zombie king
cultist sorcerer (female) Poisoned Daggers
- 3 poisoned daggers +1 hit/1d4+2 poisoned dam, drip and ooze, no piercing damage (rare)
- Sigh, Obsidiana, Xenon
- used by Blood Moon Cult sorcerers
5 male cultist
- 5 unholy daggers +1 hit /+1d4+2 necrotic damage each hit, dark metal, unpleasant, unholy, no piercing damagev (rare)
- Sigh, Obsidiana, Xenon, Corwyn, Dusk II
- used by Blood Moon Cult acolytes
- lantern with continual light x1 - in dusk bag of holding
bottom bottom antechamber
- door blocked by Corwyn's immovable rod.
Bottom Room - torture room - nothing (dead decaying)
Middle Room - big altar room - used for unholy room - still to search
- large open stairwell going down,
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Top room - still to search
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next level down - raised dias, 35 foot dome, ceremonial chamber
head priest = gilded robes
- 10 people - mix of skeleton, zombies, sorcerers, acolytes
Levram Goodshire
- ?????
2 acolytes - unholy dagger +1
1 sorcerer - poisoned dagger +1
4 skeletons
2 zombies
2 maurader zombies
storage room south
chest 1
- 130 gp
- 120 sp
chest 2
- 6 silver cups
chest 3
- ivory chess set
- pearl neacklace
chest 4
- documents of assaulted travellers who were robbed
box 1
- golden statue of goddess
- golden comb encrusted with gems
box 2
- 240 gp
- 320 sp
big rug for our base 10' x 20 ft
north storage room/bedroom
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- jade skeleton statue
- pair of golden goblets
- assorted gems
desk
- box - 240 gp, 100 pp, letters from the duke, forged travel documents
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- warding bond on Corwyn - 1 hour
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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 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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Loot for Chapters 18 (distributed)
coins = 500 sp each (advance for escorting royal tax wagon)
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Group Kitty = 0 coins/gems = 0 lbs = 0 gp = 50 gp/lb
pp = = 0.00 gp = 500 gp/lb
gp = 0 = 0.00 gp = 50 gp/lb
sp = 0 = 0.00 gp = 5 gp/lb
cp = 0 = 0.03 gp = 0.5 gp/lb
misc = = 0.00 gp
Loot for Chapters 19 to ?? (to be distributed)
coins = 0 gp = 0 gp each + 0 gp kitty
sold items = 0 gp ch 19
= 0 gp ch 20
total = 0 gp X 50%
= 0 gp = 0 gp each (+ 0 gp kitty)
TOTAL EACH = 0 GP + 0 GP = 0 GP EACH (kitty = 0 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)
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- 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)
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- 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
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- 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
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- Spear of Wounding (rare, not attuned) = 500 gp (loot)
- Sun Blade (rare, not attuned) = 500 gp (purchase)
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- 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)
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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 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)
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- 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
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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 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)
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- 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
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- 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)
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- Ring of Thunder Resistance (rare, not attuned) = 500 gp (loot)
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- 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)
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- 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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