Saltmarsh Gear: Difference between revisions

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* Fancy floor-length oilskin coat (5 gp) - <span style="color: red;">CLAIMED BY AJASZ</span>
* Fancy floor-length oilskin coat (5 gp) - <span style="color: red;">CLAIMED BY AJASZ</span>
* Vial of antitoxin
* Vial of antitoxin
* Potion of Superior Healing: Looks like swamp water with wild roots mixed in.  (Restores 8d8 hp)


=== Treasure and Gear to Sell ===
=== Treasure and Gear to Sell ===

Revision as of 02:26, 19 July 2020

D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 8
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Party Gear
The Sea Ghost
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCs
Resources
House Rules

This lists the cumulative loot haul by the party. As items are sold, they will be crossed out and marked as SOLD. A few items are 'claimed' by certain characters, and this will be noted as well. If a character wishes to keep the item, it will come out of their share of the cash as items are liquidated.

Cash

  • 100 gp - deferred payment from Lord Elric for books
  • 2000 gp, 8 sp - set aside for House Repair Fund

Notes for cash above:

  • 8 gp taken out to purchase mule to haul supplies from town

After Chapter 2

  • Each party member received 603 gp prior to any share taken out early
  • 70 gp already taken out by Elora for her share in order to purchase armaments for the Sea Ghost ambush
  • 10 gp deduction for Elora and Chimalli for treasure kept
  • 5 gp deduction for Ajasz for coat kept

Books

Books to Keep

  • A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered) (10 gp)
  • Grog Hovels, which describes taverns and inns along the coastline suitable for patronage by a pirate
  • Principles of Navigation by Da Korma (10 gp)

Books to Sell

ALL SOLD - 100 gp to Lord Elric

  • The Magical Properties of Gemstones by the archmage Tenser (7 gp)
  • The Magical Properties of Herbs and Flowers by the archmage Tenser (7 gp)
  • The Metaphysics of Mathematics by the mage Nystul (7 gp)
  • Mixed books on history, romantic poems, erotic poems (20 gp)
  • A volume of erotic poetry, fully illustrated (10 gp)
  • A treatise concerning the demon/demigod Iuz and its minions (10 gp)
  • Legal Distinctions in Letters of Marque by Tazaar (10 gp)

Spellbooks

These books cannot be conventionally sold as only wizards can effectively use them. Elora has claimed these, though anyone in the party with levels of wizard can eventually use them to learn new spells.

  • Sanbalet's Spellbook:
1st level: charm person, color spray, magic missile, shield, silent image
2nd level: magic mouth, scorching ray
  • Punketah's Spellbook:
1st level: disguise self, fog cloud, mage armor, witch bolt
2nd level: gust of wind, Melf’s acid arrow, misty step

Treasure and Gear

Treasure and Gear to Keep

  • Two pieces of blue quartz (10 gp ea) - One for Elora, one of Chimalli
  • Fancy floor-length oilskin coat (5 gp) - CLAIMED BY AJASZ
  • Vial of antitoxin
  • Potion of Superior Healing: Looks like swamp water with wild roots mixed in. (Restores 8d8 hp)

Treasure and Gear to Sell

ALL SOLD - 65.8 gp

  • Alchemy powders (10 gp)
  • Crystal alchemical weight (part of set) (5 sp alone)
  • Porcelain doll looking like sailor with eyes made of jade (20 gp)
  • Set of loaded dice with a nice case (10 gp)
  • Set of loaded dice, ratty looking (no value)
  • Set of dice, ratty looking (no value)
  • A pack of well-used, greasy playing cards with two aces of spades
  • Giant weasel pelts (3 sp)
  • A silver wine jug (25 gp)

INITIAL SELL

  • Battered platemail (500 gp due to the damage) - SOLD
  • Shield (5 gp) - SOLD
  • Longsword (7 gp) - SOLD

Trade Goods

Trade Goods to Keep

  • 2 casks of brandy
  • 2 casks of fine wine

Trade Goods to Sell

ALL SOLD - 4826 gp

  • 58 bolts of silk (50 gp each)
  • 51 casks of brandy (10 gp each)
  • 38 casks of fine wine (7 gp each)
  • 1 large crate of high-quality mining tools (200 gp)
  • 19 electrum ingots (50 gp each)

Magical Items

Consumable Items

Permanent Items

  • Pipe of Remembrance (wondrous item, common)
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
  • Bag of Holding (wondrous item, uncommon)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

SOLD

  • Cursed Luckstone (wondrous item, uncommon)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage.
Fortunately for the party, nobody picked this up and attuned to it. It can be sold to Captain Xendros in Satlmarsh for 150 gp, but will take 7 downtime days to arrange for its sale.

Animals

  • Sandrin, a mule purchased by the party to haul goods to/from the Haunted Mansion
  • Cuppa the Parrot
When anyone enters a room with Cuppa, the parrot immediately wakes, squawks, repeats “Pieces of eight” several times, squawks again, and then falls quiet.

Vehicles

  • The Sea Ghost, a cog owned by Saltmarsh and loaned out to the party for a period of one year with crew paid for by the town
  • A jolly boat used at the Haunted Mansion

Property

  • Deed and title to the Haunted Mansion