Tag: Loot

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  • Hag's Cave

    After defeating the scorpion guardians and evil Hags the party was able to scrap together the following items [[:amulet-of-the-warmage-s-apprentice]] [[:hunter-s-bow]] [[:hunter-s-hand-axe]] [[:lontain-s-journal]] [[:paymaster-s-shield]] [[:rithin …

  • Ancient Laboratory

    After meeting with Aniz's guardian the party ventured through an old ruins near the city of Free Haven. h3. Choker Room After defeating the chokers a search of the room reveals the follows: 2,000 silver coins 7 pieces of assorted jewelry worth …

  • Lost Village

    Traveling back from [[Free Haven | Free Haven]] to [[The Southern Kingdom | The Southern Kingdom]] the party came across an abandoned (mostly) village. h3. Village After slaying the dire wolves they can be skinned at DC 15 survival for good pelts …

  • Return to the Swamp of the Dead

    The party was able to fight through many undead to get to the heart of the swamp. After defeating the creator the party was found the following: [[:amulet-of-warding]] [[:blade-of-the-bog]] 2 potions cause light wounds 1 potion mage armor 2 …

  • Bandit Stash

    While this was a small encampment of bandits, they were rather successful. 500 gold coins 2,000 silver coins 5,000 copper coins 500 gold in unmarked trade goods 6,000 gold worth of materials marked for the weaponsmith in Polyhydra 2 masterwork …

  • Infested Dragon Aerie

    In the Age of Star Falls the greatest of the Kings warriors fought from the backs of their Dragon allies, these knights were the most feared and respected force, but as all greatness, petty infighting and betrayal lead to their dismissal and destruction. …

  • The Road to Roi

    After clearing out Dragon Spire Keep the party traveled to Roi. Basilisk Fight: 3 basilisk hides (dc 20/25/30 for (2)/(3)/(4) ) 6 basilisk eyes (5) 3d3 doses basilisk blood (dc 15) 3 doses basilisk acid (dc 20) 12 perfect small bird/animal …

  • Abandoned Shrine

    For Parker's order the party went to investigate a nearby shrine. After uncovering the truth that the head of the temple had been possessed, the party slew him and his minions who were using the temple for less than savory purposes. Attack at the Camp …

  • A wizard's task

    The party entered a small pocket dimension that a wizard found, they were paid to clear it out of traps and enemies. Gate Guardians: 2 fire essence gems (5) Atrium Battle: 4 earth essence gems (5) 8lb enchanted marble (3) Great Hall Battle: 2 …

  • Charir War party

    As the party traveled toward Glass Peak they came across a Charir War party heading toward Blind Guardian. 40 small gems (10gp each) 3 masterwork battle axes 1 spy glass [[:dragon-glass-axe]]


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  • Glass Top Grinder

    After defeating the waves of undeath that tried to roll over [[Glass Peak | Glass Peak]] the party was found the following items: 2 Potions Cure serious wounds 2 Potions of Blur 1 Potion of Cat's Grace 1 scroll of protection from arrows 1 scroll …

  • Motrug's Lair

    The party was able to track Motrug back to his lair (an old dwarven tomb) where he prepared himself and his minions for a fight to the death (but he was still smart enough to run away). The party found the following: Mortug's gear: Red crystal Alter …

  • Deep Drake Lair

    What was once a garden and fishery for Outcast's refuge was most recently the lair of a deep drake and some lesser lizards. Deep Drake hide (7) 10 Deep Drake Teeth (7) 12 Deep Drake Claws (7) 400lb Deep Drake meat 500 gp coins 2,000 sp coins 100 …

  • Spider Lair

    After defeating the Spiders the party finds the dessicated remains of hundreds of small animals and nearly a dozen intelligent creatures including two that fix Gruss's description of the outcasts that were foraging in the area. Among the bodies the …

  • Hill Giant Camp

    This clan of hill giants established themselves in one of the natural cave areas. Hunting and raiding have been good as this clan has set up permanent "houses" After defeating the chief the party was able to raid the village and found the following …

  • Cavern Wyvern

    After the party brought down the cavern wyvern they were able to harvest the following with a DC 23 survival check: 200 days food 1 large wyvern hide (6) (can make 4 pieces of medium sized gear) 2 wyvern fangs (6) 1 wyvern stinger (6) 5 doses …

  • Charir Encampment

    After defeating the (killing or driving off) the Charir, the party is able to gather the following: h3. Magic Items h3. Wealth h3. Supplies 4 wagons (loaded with supplies) 400 days of food 1,000gp of wood and metal goods 500gp worth of …

  • Scum Raid

    On an overly dark night the party's is attacked by a scum raiding party intent on killing the men and taking any women. After dispatching of the raiding party the party is able to find the following items: h3. Magic Items [[:shard-of-crystal-water …

  • Under the manor

    In the upper level of the catacomb that Harlan was using to store oddities had become magicaly locked (Harlan thought that 2 of his eunichs were stealing from him so he sealed them alive in this room) the party finds the magic key and can open it to find …

  • Dwarven Hold

    After clearing the dwarven hold the party found the following itemsand brought it with them. 3 masterwork warhammers 1 masterwork battleaxe 2 fire essence gems 1 greater fire essence gem 12,000 gold in bars

  • The Killer of White Chapel Street

    The party was able to figure out who he was and track him down, while his holdings are not touchable, he had the following on him: 500 gold coins 40 platinum coins 1 topaz amulet (750 gp) 1 clockwork watch (3,000 gp) 2 masterwork daggers [[Alley …

  • Clearing the Quarry

    The Quarry was a home away from home for a group of enraged earth elementals who after being send back to their native plane left the following: 700 gems (1gp each) 3 large gems (100gp each) 6 small quartz 2 rust quartz 8 earth essence gems (5) 1 …

  • The Ruins of Fort Griffon

    The party traveled to the ruins of Fort Griffon to meet with a representative of the Wardens. He informs then that a few of the homesteads in the southern plains have reported seeing strange things while a few others have been razed. As the Wardens have …

  • The Tomb of Rojin The Red

    The small party infiltrated the tomb of Rojin the Red and found it's guardians intact and his spirit uneasy. In the anti-chamber: h3. Wealth 1,000 gp in gems 500 gold coins 4 pieces of jewelry (worth 100gp each) In the Storeroom: h3. …

  • Below the Keep (1st sub level)

    Once the party activated the seal they were transported to the bottom must level of the keep briefly, but as they did they felt themselves ripped back to they top as some magic force stopped them from going directly to the main chamber under the keep. …

  • Below the Keep (2nd sub level)

    The party warps into what most likely was a training area, while the level is much larger, it seems the only part that did not collapse in on itself was the arena and a few holding cages. Fight 1: Lions 2 lion hides (1) 2 dire lion hides (2) …

  • Below the Keep (3rd sub level)

    The party finds themselves at the end of a hall way filled with reinforced doors with locks and bars on each, they have entered a portion of the stockades. In the Cells: [[Dragon Knights Armor]] Masterwork, ornate longsword 3 cure moderate wound …

  • Below the Keep (4th sub level)

    After defeating the jailors the party ventures to the cistern's monitoring area, a small room located above the large internal water storage of the ancient keep. Within the water 75 ft from the small landing to each of the cardinal directions where 4 …

  • Below the Keep (bottom sub level)

    This large room's original purpose is lost as it has been whole converted into a laboratory dedicated to the darkest and most perverse kinds of magic. Once [[:tamerith-the-dark | Tamerith The Dark]] is defeated the party finds the following in the …