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Introduction Thread

Simon N. said: Tim M. said: Simon, I have a question for you re training: Can we train before we have sufficient XP to level up and then hold on to it until we do?  Hi Tim - strictly no you are supposed to get the XP then train, but I can be a bit flexible if PCs come in just below the level-up XP total before a long rest, as Percy did. Ok, cool. Thanks.
Hi Everyone! Looking forward to our session tomorrow night. Just wanted to let you all know in advance that I have another call between 7.30-8.15 approx, so will skip out of the session for 45mins, hope thats OK....
Kenny H. said: Hi Everyone! Looking forward to our session tomorrow night. Just wanted to let you all know in advance that I have another call between 7.30-8.15 approx, so will skip out of the session for 45mins, hope thats OK.... Hope Syrus doesn't die while you're gone... ;P
Ok no problem thanks Kenny!
Current tallies Player Characters 1. Erasmus Bos (Tim), Human male Monk-2 XP: 657/900  AC 15 HD: 2/2 HP 17 PP 12 2. Syrus (Kenny), Half-Elf male Bard-2 XP: 632/900  HD: 2/2 AC 14 HP 17 PP 11 MI: Moontouched shortsword, Scroll of Healing Word 3. Percy Hollowwood (Christian) Halfling male Rogue-2 XP 547/900 HD: 2/2  AC 14 HP 15 PP 16 4. Mirabelle Cumin (Jelly) Human female Wizard-1 XP 238/300 HD 1/1 AC 11/14 HP 8 PP 9 Dawn has enough XP for level 2 with training; Jyrdani is 6 XP off level 2.
Simon N. said: Current tallies Player Characters 1. Erasmus Bos (Tim), Human male Monk-2 XP: 657/900  AC 15 HD: 2/2 HP 17 PP 12 2. Syrus (Kenny), Half-Elf male Bard-2 XP: 632/900  HD: 2/2 AC 14 HP 17 PP 11 MI: Moontouched shortsword, Scroll of Healing Word 3. Percy Hollowwood (Christian) Halfling male Rogue-2 XP 547/900 HD: 2/2  AC 14 HP 15 PP 16 4. Mirabelle Cumin (Jelly) Human female Wizard-1 XP 238/300 HD 1/1 AC 11/14 HP 8 PP 9 Dawn has enough XP for level 2 with training; Jyrdani is 6 XP off level 2. Thanks so much for the update @Simon! Looks like we are doing well - Well Done Everyone! :-D (Jelly we missed you tonight - see you soooon!)
Jelly says she should be playing this Wednesday. :) Current in game time is 1.30pm. If you want to Short Rest after the battle with the Necrophidius, that will take you to 2.30pm. Tenho suggests a short rest before entering the caverns, although he'd be equally happy to call it a day and return to Fulscarp. Jyrdani & Dawn want to press on; Dawn is looking forward to using Sleep spells on those nasty goblins in the rematch! And Jyrdani needs 6 XP to level up. :D
Simon N. said: Jelly says she should be playing this Wednesday. :) Current in game time is 1.30pm. If you want to Short Rest after the battle with the Necrophidius, that will take you to 2.30pm. Tenho suggests a short rest before entering the caverns, although he'd be equally happy to call it a day and return to Fulscarp. Jyrdani & Dawn want to press on; Dawn is looking forward to using Sleep spells on those nasty goblins in the rematch! And Jyrdani needs 6 XP to level up. :D Looking forward to Jelly joining us on Wednesday! I may be slightly late due to work - hoping to join by 7pm latest... Syrus is out of spells again (sucks being at a low level) and ran out of potions/spell scrolls - a short rest would help with HPs (Syrus can do "Song of Rest" during Short Rest that will help with a further 1d6 HP increase) - I think if we press on into the caverns, he would be most useful for small attacks and rebuffs, won't be able to help much with healing spells nor dealing big damage atm... Totally happy to proceed with what Christian/Tim/Jelly wants to do :)
Hi All! Sorry I wasn't at the game yesterday: got my dates mixed up and was in the middle of a house move!  I'll be there this Wednesday, and on Sunday games so looking forward to that. Simon, regarding levelling, will Mirabelle level up with the group or at a slower rate; and if slower, what will this mean in terms of combat encounters etc?
Jelly said: Hi All! Sorry I wasn't at the game yesterday: got my dates mixed up and was in the middle of a house move!  I'll be there this Wednesday, and on Sunday games so looking forward to that. Simon, regarding levelling, will Mirabelle level up with the group or at a slower rate; and if slower, what will this mean in terms of combat encounters etc? Hi Jelly - XP is individual by PC in this campaign, so Mirabelle will get XP for sessions played; also I'm using the DMG training rules so levelling up typically needs 10 days training. Because of how the XP chart works, you're unlikely to get too far behind for a long while, I'd guess roughly one level. XP per session varies a lot so really depends, eg the last session's XP was about four times the previous average. The amount of risk you take in combat is up to you, but I've no doubt you'll be able to contribute! Do feel free to run away though. >:) New PCs start at level 1 with 0 XP, but I'll normally allow the DMG suggestion of players with deceased PCs taking over NPCs in the party.
I'm pretty sure ol' Sly-rus, the silver-tongued Bard of Many Guises would happily put his life on the line to protect a fair maiden in distress. 😉
Tim M. said: I'm pretty sure ol' Sly-rus, the silver-tongued Bard of Many Guises would happily put his life on the line to protect a fair maiden in distress.  LOL at "Sly-rus"!!!!! :-)))))) Is he sly enough to stay away from combat though...? :-O We shall see! ;)
Erasmus has zero reach and, on past evidence, very little ability to either hit stuff, or save against stuff. He's "happy" to run into battle, but he's happier he has a few more hit points than he did! 
Tim M. said: Erasmus has zero reach and, on past evidence, very little ability to either hit stuff, or save against stuff. He's "happy" to run into battle, but he's happier he has a few more hit points than he did!  The dice roller seems to really hate Erasmus! :-O
Dunno what he did in a former life, but he certainly seems to be getting punished for it now! 
Tim M. said: Dunno what he did in a former life, but he certainly seems to be getting punished for it now!  Might be worth spending some Ki on the Bonus Action - Dodge power!
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I've added the following to the game description: "A beginners' open-world 5e D&D game aimed at brand new (or nearly new) players. Initial scope is Tier 1 (Level 1-4). Higher level sessions can be added for Tier 2 (Level 5-10) PCs; players with Tier 2+ PCs can create additional 1st level PCs for lower level adventuring." Faerun Adventures is designed primarily around Tier 1, but I'm happy to run higher level adventures once some PCs get to higher level (5+). Depending on who's playing, we may want to split sessions to eg Wednesdays Tier 1 & Sundays Tier 2, or vice-versa. Basically whatever suits best. I'm not averse to a PC group spanning Tiers I & II but I'd like to make sure 1st level PCs aren't overshadowed by high level characters. Also an adventure survivable by level 3 PCs is very tough for level 1 and low on XP for level 5.
Simon N. said: I've added the following to the game description: "A beginners' open-world 5e D&D game aimed at brand new (or nearly new) players. Initial scope is Tier 1 (Level 1-4). Higher level sessions can be added for Tier 2 (Level 5-10) PCs; players with Tier 2+ PCs can create additional 1st level PCs for lower level adventuring." Faerun Adventures is designed primarily around Tier 1, but I'm happy to run higher level adventures once some PCs get to higher level (5+). Depending on who's playing, we may want to split sessions to eg Wednesdays Tier 1 & Sundays Tier 2, or vice-versa. Basically whatever suits best. I'm not averse to a PC group spanning Tiers I & II but I'd like to make sure 1st level PCs aren't overshadowed by high level characters. Also an adventure survivable by level 3 PCs is very tough for level 1 and low on XP for level 5. We advertising for more players to join? :)
:) Right now I'm happy with the number of players, I think 3-4 is ideal for this game and gives space to have some NPCs with the party. I like to have at least two players every session, so if number fell below three I'd probably re-advertise for more. I was thinking more about what happens if & when several PCs reach 5th level/Tier 2. Kenny H. said: Simon N. said: I've added the following to the game description: "A beginners' open-world 5e D&D game aimed at brand new (or nearly new) players. Initial scope is Tier 1 (Level 1-4). Higher level sessions can be added for Tier 2 (Level 5-10) PCs; players with Tier 2+ PCs can create additional 1st level PCs for lower level adventuring." Faerun Adventures is designed primarily around Tier 1, but I'm happy to run higher level adventures once some PCs get to higher level (5+). Depending on who's playing, we may want to split sessions to eg Wednesdays Tier 1 & Sundays Tier 2, or vice-versa. Basically whatever suits best. I'm not averse to a PC group spanning Tiers I & II but I'd like to make sure 1st level PCs aren't overshadowed by high level characters. Also an adventure survivable by level 3 PCs is very tough for level 1 and low on XP for level 5. We advertising for more players to join? :)
Ah OK! Thinking ahead :)
@Simon: I have been loving our sessions, do you mind if I make a suggestion?  With our party of players and NPCs, when we do a battle, it could get quick messy with our excitement to want to act immediately/ASAP and not knowing who should go after who.... quite a few times in the past we all went at once and I think things got a little bit chaotic and confusing... Can I suggest we roll for initiative when we go into battle from now on, so that we all know our order of melee, and we can finish our turns properly before someone goes next? ....I think this may make everything smoother/clearer, and rolling for initiative does add to the excitement of the game too?
Kenny H. said: @Simon: I have been loving our sessions, do you mind if I make a suggestion?&nbsp; With our party of players and NPCs, when we do a battle, it could get quick messy with our excitement to want to act immediately/ASAP and not knowing who should go after who.... quite a few times in the past we all went at once and I think things got a little bit chaotic and confusing... Can I suggest we roll for initiative when we go into battle from now on, so that we all know our order of melee, and we can finish our turns properly before someone goes next? ....I think this may make everything smoother/clearer, and rolling for initiative does add to the excitement of the game too? I support this. I understand the way you run it and it does make sense, however, I do think that it gets confusing. Also, if there are multiple enemies, there's less opportunity for battle tactics. If we all go at once, I may rush up to an enemy, Percy may shoot at them, Syrus casts a spell like Thunderwave. If that all happens at once, I could end up taking friendly fire whereas if we took turns, either Syrus would get his spell off before I get there, Percy could obliterate the enemy with his sneak attack, then I may choose a different target. Alternatively, if I go first and get into melee, that may change what Syrus would opt to do (I would hope he'd choose to avoid an AoE spell, for example). There is a way to add initiative rolls directly to the turn tracker, if that would make things easier to manage.&nbsp;<a href="https://roll20.zendesk.com/hc/en-us/articles/360039178634-Turn-Tracker#TurnTracker-AddingTurns" rel="nofollow">https://roll20.zendesk.com/hc/en-us/articles/360039178634-Turn-Tracker#TurnTracker-AddingTurns</a>
Oh OK, individual init it is! :) I think I'll keep an exception for the corner cases where eg only one PC is aware of the enemy and can act, but I'll use individual init when you all want to be told what order to act in. :D
Simon N. said: Oh OK, individual init it is! :) I think I'll keep an exception for the corner cases where eg only one PC is aware of the enemy and can act, but I'll use individual init when you all want to be told what order to act in. :D That makes sense. Thanks Simon! :)
Simon N. said: Oh OK, individual init it is! :) I think I'll keep an exception for the corner cases where eg only one PC is aware of the enemy and can act, but I'll use individual init when you all want to be told what order to act in. :D I think individual initiative would work a lot better with our excitable group! :) About your exception can't you just say that the other players are surprised: If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
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Christian L. said: I think individual initiative would work a lot better with our excitable group! :) About your exception can't you just say that the other players are surprised: If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. A Surprised PC is still rolling init. So you get a situation where the PC on point encounters a giant rat and the game stops for several minutes while everyone rolls init. Then the rat dies before most of the PCs get to act.&nbsp; You can also get a situation where the lead PC is Surprised and it ends up with the high-rolling PC at the back coming up and killing the rat. I've been using individual init since 3e D&amp;D came out in 2000, and I've found it's often harmful to the cadence of play. OTOH I have got very good at tracking it! :)
Simon N. said: Oh OK, individual init it is! :) I think I'll keep an exception for the corner cases where eg only one PC is aware of the enemy and can act, but I'll use individual init when you all want to be told what order to act in. :D Thanks Simon for your understanding! Agree on the exception of corner cases as you mentioned. Definitely you are fab at tracking actions - it's just us very excitable group that gets confused at what is going on and wanting to all act at the same time :-P ...Looking forward to tomorrow night! :-D
I'm happy with this too: was finding lack of initiative order tough in terms of tactics! See everyone soon! Jelly
Simon N. said: Jelly said: Hi All! Sorry I wasn't at the game yesterday: got my dates mixed up and was in the middle of a house move!&nbsp; I'll be there this Wednesday, and on Sunday games so looking forward to that. Simon, regarding levelling, will Mirabelle level up with the group or at a slower rate; and if slower, what will this mean in terms of combat encounters etc? Hi Jelly - XP is individual by PC in this campaign, so Mirabelle will get XP for sessions played; also I'm using the DMG training rules so levelling up typically needs 10 days training. Because of how the XP chart works, you're unlikely to get too far behind for a long while, I'd guess roughly one level. XP per session varies a lot so really depends, eg the last session's XP was about four times the previous average. The amount of risk you take in combat is up to you, but I've no doubt you'll be able to contribute! Do feel free to run away though. &gt;:) New PCs start at level 1 with 0 XP, but I'll normally allow the DMG suggestion of players with deceased PCs taking over NPCs in the party. That sounds reasonable and hopefully not too massive a gap as the group gets to higher levels, guess we can cross that bridge if/when we come to it.
Definitely should not be a big gap in Tier 1, XP to level goes 300 to 2nd- +600 to 3rd-+1800 to 4th, so you'd have to miss well over half the sessions to get far behind; playing 1/3 of sessions would on average put you at level 3 with 900 when other PCs are at level 4 with 2700. Jelly said: That sounds reasonable and hopefully not too massive a gap as the group gets to higher levels, guess we can cross that bridge if/when we come to it.
On way bk from work.&nbsp; Should be with you around 7.15pm.&nbsp; Before leaving the treasure room - check for secret doors or hidden panels in case of any hidden good stuff!!!!!
Rumours to end of M5/1359 DR. 1. A hideous Troll has taken up residence in the Egilmarsh and has eaten several peasants. Sir Rodney Carlin of Egilmont offers two hundred gold for its demise. 2. The Shrine of Chaos in the Darkwood, long ago cast down by Amaul the King's Champion wielding the Sword of the Sorcerer, has again become active. Cultists have been seen abroad - how long until travellers are again being abducted for horrible sacrifice? Worse, some say the temple has a new Master, a renegade Moravin Friar who now serves the dark gods! 3. Something evil dwells within the old Chaney Tor, sacked by Bullywugs years ago. Locals wisely avoid the place. 4. Drow - dark elves - have been seen abroad, near Hommlet. It's suspected they come from the Whistling Cave, infested with vile Ettercaps. 5. The Crimson Monks of Loviatar, long thought destroyed by the Monks of the Yellow Rose, have returned! Scarlet-robed figures have been seen near Roadhouse Inn, likely heading for their ruined monastery, now held by the Bullywugs of the Frogmarsh.&nbsp; 6. The ruined dwarf-fast known as the Fallen Halls holds an enchanted dwarf-forge, and many magical weapons crafted by the great dwarven smiths.
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More than a rumour, news has also reached Fulscarp that the Duchy has a new ruler, Duchess Malla I Devlin, a hitherto unknown grand-daughter of Helmont XIII the last Duke but one. The Monks of the Yellow Rose have assured her provenance and helped install her on the Ducal Throne of Camarthan in Ravensburg. The official coronation has not been announced, most likely after that of King Dimian in Heliogabalus on 21/6 - would not do to upstage the King. The nobility of Camarthan will doubtless be expected to attend and affirm their allegiance.
OOC Been messing around with the Turn Tracker, I think I've worked out an approach I like.
In the goblin caves Percy can recover his marbles, and can fill his quiver with goblin arrows if he wants (or can take a light crossbow &amp; a quiver of 12 quarrels). Back at Fulscarp's Shrine of St Sollars a funeral service is held for Dawn Wintersmorn, and memorial for the now presumed eaten Innkeeper Manlius Irkell &amp; his son Verden. Father Bolius invites Erasmus, Syrus &amp; Percy to say a few words. It is attended by much of the village including Lady Aryn, who thanks the adventurers for their efforts in cleansing Fort Skulnar of evil. It looks like Rosana Irkell is now the landlady of the Silver Spoon. Mirabelle Cumin takes the Moonsword back to her mentor Mother Aretha, who is not best pleased at the news that the ghost of Einar Ironwolf was laid to rest and his soul released rather than harvested. "I'll show that pretty one Syrus not to betray me!" &nbsp;the Hag mutters grimly. During the long rest &amp; training Tenday, Jyrdani of Jiyyd will be spending 50gp at the smithy to get herself made a chain bikini for AC 13 +2 DEX + 3 shield = AC 18. :) Tenho meanwhile leaves on private business, but returns on the tenth day looking rather agitated...
Simon N. said: In the goblin caves Percy can recover his marbles, and can fill his quiver with goblin arrows if he wants (or can take a light crossbow &amp; a quiver of 12 quarrels). Back at Fulscarp's Shrine of St Sollars a funeral service is held for Dawn Wintersmorn, and memorial for the now presumed eaten Innkeeper Manlius Irkell &amp; his son Verden. Father Bolius invites Erasmus, Syrus &amp; Percy to say a few words. It is attended by much of the village including Lady Aryn, who thanks the adventurers for their efforts in cleansing Fort Skulnar of evil. It looks like Rosana Irkell is now the landlady of the Silver Spoon. Mirabelle Cumin takes the Moonsword back to her mentor Mother Aretha, who is not best pleased at the news that the ghost of Einar Ironwolf was laid to rest and his soul released rather than harvested. "I'll show that pretty one Syrus not to betray me!" &nbsp;the Hag mutters grimly. During the long rest &amp; training Tenday, Jyrdani of Jiyyd will be spending 50gp at the smithy to get herself made a chain bikini for AC 13 +2 DEX + 3 shield = AC 18. :) Tenho meanwhile leaves on private business, but returns on the tenth day looking rather agitated... Thanks Simon for all this work you are doing between games!!! Am so thrilled to read developments every day :) Sounds like a lot will be happening on Wednesday and there are so many interesting side quests too! Good to hear that you have found a way to use the turn tracker that you like too! :)
Question: How easy is it to exchange coins in this world? For example, Erasmus has 221 cp which equates to 2gp 2sp 1cp. Could I assume that while in Fulscarp, I could change the coin? I ask because I have found a currency converter (<a href="https://stephthedev.com/dnd-exchange-rate" rel="nofollow">https://stephthedev.com/dnd-exchange-rate</a>) that splits funds across a party but does it into the higher denominations. I also would like to do something, but not have a bunch of cp kicking around. Thanks.
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Hi Tim - yes during Long Rests in civilised areas you can assume you can&nbsp; meet with travelling merchants (like Tenho Isotalo, or Tronak from session 1) and exchange coinage into gold pieces up to 500gp without penalty. You can also sell treasure of listed values up to 500gp for list value, likewise. Higher value treasures may require a trip to a city like Ravensburg the capital of Camarthan Duchy to sell for value, this can usually be done during a downtime Long Rest likewise but let me know. Likewise you can normally acquire non-magical equipment of value up to 500gp during the course of a long rest. Some Common magic items like potions of healing may also be available, but in restricted amounts, and may cost more than the list price. Non-magical equipment of value over 500gp (eg full plate armour) can generally be acquired in a city like Ravensburg. Tim M. said: Question: How easy is it to exchange coins in this world? For example, Erasmus has 221 cp which equates to 2gp 2sp 1cp. Could I assume that while in Fulscarp, I could change the coin? I ask because I have found a currency converter ( <a href="https://stephthedev.com/dnd-exchange-rate" rel="nofollow">https://stephthedev.com/dnd-exchange-rate</a> ) that splits funds across a party but does it into the higher denominations. I also would like to do something, but not have a bunch of cp kicking around. Thanks.
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Drafted some rules on magic item purchase - unless you have really good Investigation you probably want to stick to the cheap stuff. :) Purchasing Magic Items This can be attempted in Downtime during a 1 week Long Rest, one item per PC. The PC chooses an item to search for then rolls an Investigation check against the listed DC. NPC assistance may give Advantage on the roll. 1. Bag of Holding DC 23 - 2000gp 2. Boots of Striding and Springing DC 21 - 1000gp 3. Cloak of Elvenkind DC 22 - 1500gp 4. Gauntlets of Ogre Power DC 25 - 4000gp 5. Gloves of Swimming and Climbing DC 21 - 1000gp 6. Goggles of Night DC 21 - 1000gp 7. Headband of Intellect DC 25 - 4000gp 8. Keoghtom’s Ointment (5 doses) DC 19 - 500gp 9. Wand of Magic Detection DC 21 - 1000gp 10. Wand of Magic Missiles DC 25 - 4000gp 11. +1 weapon or +1 shield DC 21 - 1000gp each 12. Potion of Climbing&nbsp; DC 12 (1d4) - 50gp each 13. Potion of healing DC 10 (2d4) - 50gp each 14. Cloak of Billowing DC 16 - 200gp 15. Potion of Growth DC 17 - 250gp 16. Potion of hill giant strength DC 17 - 250gp 17. Ring of mind shielding DC 23 - 2000gp 18. Ring of swimming DC 23 - 2000gp 19. Perfume of Bewitchment DC 12 (1d4)&nbsp; - 50gp each 20. Ring of Warmth DC 23 - 2000gp 21. +1 leather or studded leather armour (light) DC 26 - 5000gp 22. +1 hide armour (medium) DC 26 - 6000gp 23. +1 breastplate armour (medium) DC 27 - 7000gp 24. +1 half plate armour (medium) DC 27 - 8000gp 25. +1 full plate armour (medium) DC 28 - 10000gp 26. Cloak of Protection DC 25 - 4000gp 27. Ring of Protection DC 27 - 8000gp
Does anyone want the velvet choker or the rabbit hide cape that Dawn had on her?&nbsp;
Tim M. said: Does anyone want the velvet choker or the rabbit hide cape that Dawn had on her?&nbsp; We kinda finished the last session in a rush and didn't get a chance to do that - I also wanted to discuss about going back there later to explore what is behind the doors that the albino apes were guarding... (maybe when we are level-ed up a bit more)
If anyone took those items @jelly may want it for Mirabelle?
Erasmus sold the 3 wolf pelts and the gems collected from the goblin horde. He hands out 66gp to each member of the party.&nbsp;
Just a note there was not a door behind the apes, just more cavern. Prob the edge of the map looks like a door. :) Kenny H. said: Tim M. said: Does anyone want the velvet choker or the rabbit hide cape that Dawn had on her?&nbsp; We kinda finished the last session in a rush and didn't get a chance to do that - I also wanted to discuss about going back there later to explore what is behind the doors that the albino apes were guarding... (maybe when we are level-ed up a bit more)
Hi all - due to teaching commitments, I'll need to push Wednesdays game start back to 7pm instead of 6.30pm. For ease of remembering I'll also put Sundays to 7pm unless anyone prefers earlier on Sundays?
Fine by me for Wednesdays. 6:30 on Sundays is great but happy to push back if that's the consensus.&nbsp; Thanks Simon.&nbsp;
Kenny H. said: If anyone took those items @jelly may want it for Mirabelle? They definitely sound like Mirabelle's style!&nbsp; Plus I'm sure she'd want to wear them in honour of the fallen mage.
Simon N. said: Hi all - due to teaching commitments, I'll need to push Wednesdays game start back to 7pm instead of 6.30pm. For ease of remembering I'll also put Sundays to 7pm unless anyone prefers earlier on Sundays? If it's not too much of an issue, I'd prefer Sundays to remain 6pm if possible?
Time-wise I am flexible whichever :) @Erasmus - can you sell Syrus' 3x pelts and divide the money to all members please? :)
Kenny H. said: Time-wise I am flexible whichever :) @Erasmus - can you sell Syrus' 3x pelts and divide the money to all members please? :) What pelts are they? I had the wolf pelts from the battle en route to Skulnar and they were included in the 66gp that was already distributed (gems totalled 390 + 6 for pelts / 6 members =66gp)