Post by Dungeon Master on Aug 19, 2018 15:37:19 GMT -8
Here is the loot list. You folks divide it as you like. I had to get back home and look up the value in case you just sold it all.
Treasure: All treasure other than cash and gems can only sell for 1/2 value through Te’Teh or another thieves guild member, otherwise 1/3 value.
Magic Items
Light: The illumination wand sends forth light at an expenditure of one charge.•
Continual light: This function require two charges.
Sunburst: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is 120 yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.The wand can be recharged.
Other Valuable Gear (non-magical): The rest of this is worth half value of what is here when you pawn it.
I have also added this to the mission summary.
Treasure: All treasure other than cash and gems can only sell for 1/2 value through Te’Teh or another thieves guild member, otherwise 1/3 value.
- Money: 11,150gp worth of gems and jewelry (up to you size/type), 212 pp, 1,157 gp, 710 sp, 120 cp
Magic Items
- Ring of Spell Storing (empty from the battle of course) (22,500 gp)
- Ring of Swimming (5,000 gp)
- Ring of Protection +1 (5,000 gp)
- Ring of Protection +2 (12,000gp)
- Healing Potions x 12 (4d8) (1,000 gp each = 12,000 gp)
- Shield +2 (6,500 gp)
- Wand of Illumination - 27 charges (10,000 gp)This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:
Light: The illumination wand sends forth light at an expenditure of one charge.•
Continual light: This function require two charges.
Sunburst: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is 120 yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.The wand can be recharged.
Other Valuable Gear (non-magical): The rest of this is worth half value of what is here when you pawn it.
- 10,000gp of jewelry (all elvish style, your choice on what it is).
- 12,000gp of fine elven armor – not magical (2x Elven Chain +1, 2x Elven Studded Leather +1)
- 9,000 gp of elven short swords +1 – not magical ( 6 swords, each worth about 1500gp) – this is easiest thing for Te’Teh to pawn, which is why no other swords.
I have also added this to the mission summary.