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Loot and EXP

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Here I will break down the loot and EXP received by session. I will also in the future try to post how far you all are from leveling.
Session 1 Loot/EXP EXP = 350 Loot = Thal stole 15 Lions, A blue orb (later identified by Ricros as an Orb of Dragonkind), and a second bag on 110 Lions).  Aaloka = Purchased two earrings of whisper (the wearer wears one and gives one to other to communicate over large distances) Shara = Recovered some documents from the Fire Knives assassins. Party received free lodging/food at Braundae's Best for as long as they are employed under the king - local tavern/inn
Session 2 Loot/EXP EXP = 946 (not including any bonus EXP I gave you. Sorry, I haven't been tracking that EXP well) Loot = 2 carts of equipment / Orc camp 4 Long Swords, 2 Short Swords, Multiple crates of food/supplies, looted Orc equipment, 600 gold, 1 opal (275L), 1 plain robe, 1 wand with an emerald and owl wings painted along the wand, 1 wand with a cracked crystal on it, 2 potions, +1 buckler, 1 masterwork halberd, 1 masterwork lance, 7 acid flasks (10L each), half-plate armor
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Session 3 Loot/EXP EXP = 1080  Quest Completion EXP = 2500 Loot = 6,538 GP  Quest Completion Gold = 18,750 (divide five ways for 3,750 each) 12 Gems  4 Scrolls A wand with a lovers heart engraved on it A golden monocle r immed with gold and has a fine gold chain attached to an ear clip
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Session 4 Loot/EXP EXP = 12488 Bonus EXP = 1000 for great party dynamics/team work Quest to stop the Cult however is not fully complete until the party returns to Cormyr for check in /reward.  All loot is everything that was identified over the past 3 sessions as the party did not get a chance to search for treasure in Daerlun: SCROLL arcane (200 gp) Bull's Strength (l2, cl3) Identify (l1, cl1) Shocking Grasp (l1, cl1) arcane (25 gp) Detect Secret Doors (l1, cl1) WAND Charm Person (l1, cl1) (31 charges) (465 gp) - cursed. must make a fortitude save on every use or lose 1 temporary point of dexterity. still works though lol Encounter 2 – Standard = 600 gold, 1 opal (275L), 6 minor items (1 wondrous (robe of useful items, 267) w/standard + 2 wood ladders, 2 rowboats, mule, potion cure serious wounds, 3 open pits, 10 gems – 100L each, bag of 100L, iron door) 2 wands (owls wisdom/shatter), 2 potions (jump/magic stone), +1 buckler, 2x mstrwk uncommon wpns (halberd/lance) (620), 7 acid flasks (10L each), half-plate (600)
Session 5 Loot/EXP EXP = 1800
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Session 6 Loot/EXP EXP = 1518 per character. 3 Handy Haversacks
Session 7 Loot/EXP EXP - 960 per character Thal - Collar of Umbral Metamorphoses - (Tome of Magic pg 156). This collar temporarily transforms you into a creature of shadow. Thick collar of black leather with studded onyx spikes and a tarnished silver clasp.   When activated, it seems to disappear into your shadowy flesh. A command word (shade) activates/deactivates on a standard action. Lasts up to 10 minutes a day; divided how you see fit (minimum of 1 minute durations). Take dark creature template as you become a being of shadow.           Rune Gloves - Normal looking black leather gloves. When placed on they create 3 rune slots on each arm, infused into the users bodies in a circulatory bond and activated on mental command.            Cloak of the Reaper - Black cloak with dual scythes lining the outer trim with the handles and the bottom with the blades. A pull down mask is in the cowl with the pattern of a skull on it. When pulled down (standard action) it activates the cloaks abilities:                               Lesser Ethereal Jaunt - 3 rounds - 2/day (recharges at midnight)  You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.                               Death Attack - 2d6 + sneak attack damage. Study his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying you can undertake other actions so long as his attention stays focused on the target and the target does not detect you/recognize as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + class level + Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once completed the 3 rounds of study, must make the death attack within the next 3 rounds. _____________________________________________________________________________________________________________________ Shara - Moonbow (manifests as her javelins) - +4 to hit, 7d4+15 damage against good/neutral characters. 14d4+15 versus evil/lycanthropes. can shapeshift to whatever weapon she desires. made entirely of lunar energy and will lose its power on a new moon.              Domain Droughts - Upon drinking a domain draught, you gain access to its domain for 24 hours. You can use the domain's granted power, and if you normally prepare domain spells, you can add those from the draught's domain to your choices until the effect expires. If you drink a second domain draught before using the first one, the effect of the first one is lost.                                              Drink to gain domain spells from the following 3 domains: Celestial, Cold, and Illusion                                                                    Granted Power: Gain a +4 bonus on dispel checks.                                                                           Inquisition Domain Spells                                                                    Detect Chaos : Reveals chaotic creatures, spells, or objects.                                                                    Zone of Truth : Subjects within range cannot lie.                                                                    Detect Thoughts : Allows "listening" to surface thoughts.                                                                    Discern Lies : Reveals deliberate falsehoods.                                                                    True Seeing : Lets you see all things as they really are.                                                                   Geas/Quest : As lesser geas , plus it affects any creature.                                                                   Dictum : Kills, paralyzes , slows, or deafens nonlawful subjects.                                                                    Shield of Law : +4 AC, +4 resistance, and SR 25 against chaotic spells.                                                                    Imprisonment : Entombs subject beneath the earth.                                                                                                        Celestial Domain - You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.                             Spell name Call Faithful Servants Conjuration Book of Exalted Deeds Supplementals (3.5) Consecrate Evocation Player's Handbook v.3.5 Core (3.5) Gate Conjuration Player's Handbook v.3.5 Core (3.5) Heavenly Lightning Evocation Book of Exalted Deeds Supplementals (3.5) Heavenly Lightning Storm Evocation Book of Exalted Deeds Supplementals (3.5) Holy Aura Abjuration Player's Handbook v.3.5 Core (3.5) Planar Ally, Lesser Conjuration Player's Handbook v.3.5 Core (3.5) Vision of Heaven                                             Granted Power (Su): You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 plus your Cha modifier.                                                 Cold Domain Spells                                          Chill Touch : One touch/level deals 1d6 damage and possibly 1 Str damage.                                         Chill Metal : Cold metal damages those who touch it.                                          Sleet Storm : Hampers vision and movement.                                          Ice Storm : Hail deals 5d6 damage in cylinder 40' across.                                         Wall of Ice : Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.                                         Cone of Cold : 1d6/level cold damage.                                          Control Weather : Changes weather in local area.                                         Polar Ray : Ranged touch attack deals 1d6/level cold damage.                                         Obedient Avalanche: Snowy avalanche crushes and buries your foes. _____________________________________________________________________________________________________________________ Ricros - Cloak of the Dragon (Bahamut) - This cloak consists of layers of tiny platinum scales affixed to a thin leather backing.                                                                                     +1 enhancement bonus to your natural armor bonus. once per day to grow a pair of draconic wings that grants you a fly speed (equal to your land speed) for 10 minutes. While this effect is active, you may use a breath weapon                       1/day (each) can use one of two breath weapons: Cone of Cold - 6d6 (+2d6 per 2 levels after donning it) (30 ft cone)                                             Weakening Gas - DC 10+Level+Con mod Fort save or target(s) loses 1 Str point per round exposed (20 ft cone)                 Drakos Thiriodamastis - Whip said to belong to a legendary, druid dragon tamer. 6d4+8 damage. 15 ft range. x4 crit on 19-20  _____________________________________________________________________________________________________________________ Aaloka - Chains of Vengeance - 3d4+8 damage (+2d6 against evil). 15 ft range, 17-20 crit range, x3.                               Platinum chains that automatically coil around the users wrist or across body when not in use (users choice). They cannot be melted and are cool to the users touch.               Wind of Judgment -  4d8+10 damage. 15 ft range (whip form) 18-20 crit range, x3. Piercing/slashing.                                This sky blue, snake-sword works as a normal longsword and as a free action can be used with a flip of the wrist as a whip. With a standard action the user can cast the following spells once a day: Gust of Wind   Evocation [Air] Casting Time:1 standard action Range:60 ft. Effect:Line-shaped gust of severe wind emanating out from you to the extreme of the range Duration:1 round Saving Throw:Fortitude negates (DC 10 + caster lvl + Cha mod) Spell Resistance:Yes This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Large or larger creatures may move normally within a gust of wind effect. Wind Wall Evocation [Air] Casting time:1 standard action Range:Medium (100 ft. + 10 ft./level) Effect:Wall up to 10 ft./level long and 5 ft./level high (S) Duration:1 round/level Saving Throw:None; see text Spell Resistance:Yes An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Whirlwind Evocation [Air] Casting time:1 standard action Range:Long (400 ft. + 40 ft./level) Effect:Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall Duration:1 round/level (D) Saving Throw:Reflex negates; see text Spell Resistance:Yes This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.) Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.         Badala - Wind Drake -  AIR DRAKE Large Dragon (Air) Hit Dice: 8d12+24 (78 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 20 (–1 size, +3 Dex, +7 natural), touch 11, flat-footed 15 Base Attack/Grapple: +8/+16 Attack: Bite +11 melee (2d6+6) Full Attack: Bite +11 melee (2d6+6) and 2 claws +9 melee (1d8+6) and tail slap +9 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Qualities: Blindsense 60 ft., darkvision 60 ft., gaseous form, immunity to magic sleep effects and paralysis, low-light vision, levitation Saves: Fort +9, Ref +8, Will +8 Abilities: Str 22, Dex 14, Con 17, Int 8, Wis 14, Cha 11 Skills: Bluff +11, Diplomacy +2, Escape Artist +13, Hide +17*, Intimidate +2, Listen +14, Move Silently +13, Spot +15 Feats: Alertness, Blind-Fight, Multiattack, flyby attack Level Adjustment: +3 _____________________________________________________________________________________________________________________ White Panther - Ring of the White Panther - wildshape into a Dire Panther 3x a day Dire Panther Size/Type:Large Animal Hit Dice:12d8+36 (84 hp) Initiative:+8 Speed:40 ft. (8 squares) Armor Class:28 (–1 size, +10 Dex, +9 natural), touch 18, flat-footed 16 Base Attack/Grapple:+6/+12 Attack:Claw +15 melee (2d6+13) Full Attack:2 claws +15 melee (2d6+13) and bite +10 melee (3d6+13) Space/Reach:10 ft./5 ft. Special Attacks:Improved grab, pounce, rake 2d4+4 Special Qualities:Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5. Saves:Fort +8, Ref +12, Will +8 Abilities:Str 36, Dex 30, Con 17, Int 8, Wis 14, Cha 16 Skills:Climb, Hide +7*, Jump +14, Listen +6, Move Silently +13, Spot +7, Swim +10 Feats:Alertness, Improved Natural Attacks, Run, Stealthy, Weapon Focus, Weapon Finesse Hide in Plain Sight (Ex): Panthers can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a panther can hide itself from view in the open without having anything to actually hide behind. Improved Grab (Ex): To use this ability, a panther must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a panther charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +10 melee, damage 2d4+4. Skills: Panthers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth as well as in forested or dark areas, the Hide bonus improves to +8.                           Armor of the Panther Knight - +10 AC, 17.5 lbs., Max Dex +3, Reinforced mithral - light weight banded mail armor                                                     Roaring = +4 Initiative, stops normal projectiles from hitting the wearer (i.e. arrows, bolts, not spells)                                                    Beastskin = Armor transforms with wildshape                                       Landing = if less than 60 foot fall, always land on feet and ignore damage                                       Summoning = Summons any equipment from your inventory from a pocket dimension                                        Wild = Armor bonuses still work during wildshape                                       Fast Movement = +5 speed
Session 8 Part 1 Loot/EXP (Aaloka, Shara and Thal only) EXP - 320 per character Session 8 Part 2 Loot/EXP EXP - Enough EXP to level up plus 1 extra EXP per character (i.e. if your next level is at 78,000 then you new total would be 78,001) Loot - Panther has a a secret note from Mags that is addressed to Thal.
Session 9 Loot/EXP EXP - 2,500 per character Loot - Panther still has a secret note from Mags that is addressed to Thal. He read it revealing a warning that the Zhentarim and Barrabas the Gray were still on her trail and apologizing again for being a constant screw up. She also mentions that Zhale is leading the search for her and has been secretly looking into his whereabouts as well in order to settle the score with Thal and that he was there when Stonecypher died.  Ricros - has a ring of Minor Fire Resistance for himself and a makeshift belt collar for Ricrol (-5 fire damage)           - berries of Halfling Strength - +2 Str for 4 rounds           - branch of Turlang's oak wood (deduced he could use it to create his own Treant later on) Aaloka - pendant being constructed by the Elven jeweler southeast of the barracks (will be ready the following day) Thal - lifted the rest of the poor knights gold that Mags didn't take - +150 Gold.  Shara - Stole a book on Advanced Alchemy of the Power from the Harper library (you'll have to give it back upon your return). 
Lets not forget the Order of the Panther Biopsy which is being written for dissemination by the Harpers across the world so that the world may know of the greatness that is the White Panther and his brave followers as well as an accurate depiction of his rag tag group of followers on this journey for justice.