On second thought, let me make a recommendation. First divide up any magic or special items that anyone wants to keep. Take any remaining items and sell them, and divide all the cash evenly, with an extra share set aside for "party necessities" (healing potions, bags of holding, sunrods and other gear that benefits the whole party).
Also, you should figure out if you send Brickabrack's share back to any friends/dependents in Sharn, or if you keep it.
In total, the party has recovered the following loot:
Standard Treasure
Coins:
After counting up all the coinage found on various kobold bodies and in the dragon’s chest, the party has a hefty haul. Assuming it costs around 6sp a day to live decently in the lower levels of Sharn, this is a small fortune. The coins are mostly silver and copper, with a smattering of gold. There are even two coins made of a strange metal. Only after a minute do you realize these must be Brelish Crowns – platinum pieces! The majority of coins are from Breland, though there are many from Aundair, and a few from the other nations.
210gp
Gems:
Among the prizes are an oval-cut ruby, two round cut garnets, and a shiny pearl. Gemstones are often used as currency, but their very small size and the type of cuts suggest they were intended for jewelry.
50gp ruby
25gp garnet
25gp garnet
20gp pearl
Magic Items
The kobold chieftain wielded a large staff to deadly effect. Any character with a decent Arcana skill can determine that this staff writhes with violent magical energies that a skilled user may channel. The staff was clearly built by the kobolds – the shaft is carved into a single, serpentine shape, culminating in a dragon’s head with a deep red crystal clamped in its maw. Several 2-inch diameter plates made of copper and iron hang from the staff and have runes stamped on them – the hobgoblin witch Lu’uraleen recognizes these runes as the draconic symbols for several constellations named after mythical dragon-gods. Various animal skulls, teeth, and feathers complete the staff’s appearance. Unfortunately, another Arcana check determines that these items are an integral part of the staff’s magic and you’d be reluctant to remove them. The bearer of this staff will be wielding a very feral-looking staff.
+1 Staff of the War Mage (level 3 item)
Enhancement: +1 attacks and damage using this staff.
Critical: Adds +1d8 damage to any critical hit.
Implement (Staff) – a wizard may add the +1 attack and damage bonus, and potentially the critical hit bonus, to any power with the Implement descriptor.
Power (Daily): Free action. Use this power when using a power that has a blast or burst effect. Increase the size of that blast or burst by 1. (Note that any wielder may use this power, the implement descriptor is not required).
In the dragon’s treasure chest you found a sheathed longsword. The pommel and hilt are shaped like wickedly curved fangs and the grip wrapped in a deep, dark red leather. Drawing the sword from its sheath revealed jagged runes etched in the blade, and a large deep blood groove running down the center. Intriguingly, the blood groove runs all the way to the hilt where a hole has been bored into the pommel. Scrutinizing the magical aura, you ascertain necromantic spells at work. A successful Religion check reveals the sword’s runes contain references to the Blood of Vol, a religion that is found throughout Khorvaire, but most predominantly in Karrnath and Droaam. Vol is not a unified religion, but consists of numerous regional cults and orders throughout the land. The unifying doctrine is simple: that the faithful can escape the gray purgatory of the afterlife by self-examination, self-improvement, and achieving the enlightenment known as the Divinity Within. Only creatures with blood truly have souls, and blood plays a prominent role in their rituals and liturgy. The cult has strong ties to necromancy and is believed to have greatly aided the creation of the Karrnathi undead legions.
+1 Lifedrinker Longsword (level 5 item)
Enhancement: +1 to attacks and damage using this sword
Critical: adds +1d6 necrotic damage to a critical hit
Property: when you drop an enemy to 0 or fewer HP with a melee attack using this weapon, gain 5 temporary hit points.
Lastly, mounted on stalagmite was a gleaming white sphere. It radiates freezing cold and was clearly intended to make the white dragon’s lair more comfortable. Based on the Transportation Guild mark at the base of the orb, you reckon this must be a Chillstone, used to preserve perishable foodstuffs during transport. Any character who bears this item will be miserably cold regardless of the number of layers they wear.
Chillstone (level 2 item)
Property: over the course of a day, this item will chill a 40’x40’x40’ room to just below freezing. Larger rooms or uninsulated areas will be cooled but not to freezing.
Miscellaneous
The key that unlocked the door from the kobold chieftain’s throne room to the dragon’s lair was made of silver. It can be kept or else easily melted down.
1sp Silver key to area 5 of Kobold Hall
The players also found a tradebar stamped with the seal of the Banking Guild. While House Kundarak (the clan of Dragonmarked dwarves who run the Banking Guild) rarely manufactures tradebars anymore, some are still in circulation. In present times, most merchants would simply carry a House Sivis-magemarked letter of credit from the Banking Guild than lug around a heavy gold brick.
50gp gold tradebar
In the dragon’s chest was a thick roll of blue dragon hide. Dragon hide is an exceedingly rare item – not only must a dragon be slain, but it must be done in such a way that the hide is minimally damaged, and it takes a skilled tanner to cut and treat the hide. Dragon hide armor is not innately superior to any other scale armor, though certain enchantments favor them, and it is highly valued as a prestige item. To the right buyer, it would be worth a pretty coin.
Blue dragon hide bolt - 40gp (up to 200gp to the right buyer)
The players discover in the dragon’s treasure chest a mysterious letter written in Draconic.
The letter will be detailed in a later post.
Finally, the party has found one of Glipkerio’s missing chests. Based on the letter, it would seem that the contents consist of Dragon’s Fury – a potent narcotic that, when properly brewed and imbibed, is a potent and addictive stimulant that increases belligerency and suppresses fear. While illegal, it’s known that many soldiers during the Last War made use of it, often with the tacit encouragement of their officers, and became addicted. Fulfilling that addiction is now a very profitable black market industry, and the cause of a great deal of violence and pain.
Dragon's Fury: Until the end of the encounter, gain +5 temporary hit points and +5 defense against attacks with the Fear keyword. The user is hyper, belligerent, and irritable until the user completes a long rest (DM may assign a -2 penalty to some skills). In addition, the drug makes a +8 attack vs Will to cause addiction (+2 per additional use per day, and +2 per consecutive day of use).
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