Velkynvelve – Scavenged

Eldeth Feldrun, Turvy, Baern & Tammuz caught hand sized tarantula spiders.

Stool found an iron bar three feet long which he keeps in his digestive tract

Crab found a lizard scale large enough to use for a buckler

Wall & Jimjar found a flawed carnelian worth 10gp

Buppido, Prince Derendil, Ront, and Topsy found gold coins

Sarith Kzekarit found a 5′ length of silk rope

Velkynvelve Guard Tower

4 dark cloaks
14 waterskins
13 gold pieces
A deck of drow cards
4 cups
2 barrelwood bowls of drow fungus snacks
6 chain shirts
6 suits of studded leather armor with boots
6 shields
6 hand crossbows
20 cases of hand crossbow bolts, each case containing 20 bolts
6 shortswords and 10 daggers
6 bags of caltrops (20 caltrops per bag)
4 100-foot-long coils of silk rope
2 building hammers (not usable as weapons)
2 bags of iron spikes (10 spikes per bag)
quill pen (demon feather used by Baern for levitate)
Drow table lantern
14 sets of manacles and slave collars (6 broken)

Darklake Road

As much meat from 5 giant spiders as they can carry (plus a bowl of eyes that Buppido collects)

Flooded Halls

Sarcophagus: a lined pouch of 6 x 50 GP gemstones: bloodstone (dark gray with red flecks), ×2, chrysoprase (green), citrine (pale yellow brown), Carnelian (orange to red brown), chalcedony (white), a chainmail pouch containing coins; 12gp 1 pp 22 sp, a gold ring with a ruby & obsidian eye 75gp, an electrum bracelet 30gp, a moonstone amulet carved like the moon on a silver chain. 25gp, a drow scimitar, and a pot of drow sleep poison, sealed, 5 dose applicator tube.

Wardrobe: Four sets of normal sized human clothes (Caving clothes, formal robes, lounging robes, traveling clothes), one item radiates magic and is identified as a glamerweave cloak.

Chest 1 – Books: Mysterious Secrets of the Light (Elven religion and pantheon). This book is enchanted. It is written in Infernal. Pages turn on their own. This book is worth 66 gp and has 955 pages. 11 undercommon 3 fungus, poison, crystals, Menzobarrenzan, 3 drow poetry

Chest 2 – Cloaks: 6 drow cloaks wrapped in mushroom skin.

Chest 3 – Boots: 12 pairs of leather boots

Chest 4 – Rope: 500′ rope

Chests 5 through 8 are empty

Chest 9: black wooden wand , small pot of oil, potion in padded box

Chest in alcove is empty, but has a false bottom; a box of six potions, four healing potions and two poison cures, Tammuz grabs one and downs it, along with a healing potion. A small velvet bag with thirteen 80gp sapphires.

The four chests in that room contain 8 drow short swords with sheaths, and 18 drow daggers with sheaths.

Chitine: 4 poisoned daggers, 4 short spears

Drow torturer: drow scimitar, set of 8 keys, robe, boots, belt, pouch 77gp, silver ring with jet spider 50gp, torture tools, whip, walking stick with silver spider head.

12 sacks of food from the drow’s larder.

Tombs: 1,000gp jewelry, torc with black diamond 500gp, 9 fire cones, 1,300gp in woman’s drow jewelry, pair of noble drow heels.

Glowing Mushroom Cavern

Food: Blue cap spores, barrelstalk meat, fire lichens, ripplebark, trillimac meat, eleven other edible mushrooms, (8 days per person)

Water: 28 trillimac waterskins filled from the barrelstalks, (4 days per person)

Other: 28 torchcap mushrooms, 28 square feet of trillimac skin, 7 bloodcap mushrooms (d6 healing per cap, squeezed into wounds)

Paid: Yuk Yuk and Spider bait guiding services. 15gp

Sloopbludop

Sold: female drow jewels for 1,000 gp

Clothing: One set for each, plus sturdy shoes. 6gp

Food: Fish, dried fish and lake vegetables and mushrooms. 2 weeks. 8 gp

Other: Baern – dark blue, cave parrot head dress containing a hundred feathers. 12 gp. A harmonica 1gp Tammuz – goggles. 5 gp

Darklake Island

Food: Edible mushrooms. 4 days worth.

Other: Zurkwood trunks 4. 2,500gp silver and ruby gauntlets, broadsword, shield, helm, hand axe, hammer, cloak and boots, lined chain pouch with11 gp coins and gems worth 200 gp

Capsized ship

Food: 4 wheels of cheese coated in wax.

Other: Black lacquered wooden box containing an emerald dragon sculpture. 300gp

Aquatic Trolls

Weapons: 2 Large tridents with two points

Gracklstugh

Food:DARKLAKE STOUT” The pride of the duergar Muzgardt clan is a dark stout with some unusual properties, When you drink a serving (4 per bottle) you make a DC 15 CON check or be darklake drunk for 2d6 minutes. This gives you advantage on strength and constitution and disadvantage on dexterity and wisdom rolls. In addition, once while drunk you can enlarge yourself for up to one minutes. They buy four bottles 25gp each.

Other: Piano wire 100′ 20gp (Crab), 2 heavy crossbows 100gp (Tammuz & Baern), 13 healing potions plus 1 poison antidote 600gp, 500′ spool of rope 10gp, barrel of grease 25gp, 5 flasks of oil each 13gp, backpacks 65gp (12 and Obie picks out small saddlebags for Stool).

“Spell gems, svirfneblin magic, like a scroll, only anyone can use them. Break the gem and the spell is released. “You can buy empty ones and fill them yourself,” he adds.  4 knock spell gems for 75gp each, and 5 blanks for 30gp each.

Weapons: large brass knuckles (Obie) 25gp, 20 incendiary and 20 explosive crossbow bolts 300gp (any who can use), silvered great sword for 200gp (Vorkath).

A total 1,832gp in coin and gems is spent in the Gracklstugh.

The Tomb of Brysis Khaem

Other: Invisible stone chest: 4,000 sp, 1,200 gp, eleven zircons 50 gp each, a necklace and two potions, the latter three all magical. Sitting on top is the hilt of a sword, also magical. two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical) made of chiseled ivory worth 25 gp, an onyx ring worth 50 gp and a silver necklace set with two azurites and a carnelian worth 250 gp, ewer made of beaten gold worth 25 gp and a walking stick worth 75 gp ismade of varnished yew with a golden handle shaped like a scorpion, a gold censer with platinum filigree worth 250 gp.

Weapons: Dawnbringer : Weapon (Longsword), Legendary (Requires Attunement By a Creature of Non-Evil Alignment). Martial Weapon, Melee Weapon. 3 lb. 1d8 Radiant Finesse, versatile (1d10).

Dawnbringer appears to be a gilded longsword hilt decorated with symbols of the sun. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can’t be used again until the next dawn.

Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it.

Personality. Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.

Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Temple of Set

Other: small statute of a jackal worth 750gp, and 10 10gp assorted gemstones, a carved bone statuette of water dragon 500gp, a gold music box 200gp, a pair of engraved bone dice 25gp, a gold bracelet 150gp and 8 gold pieces

Achren

Other: Small zurkwood chest containing 49,995 GP worth of coins, art objects, and/or gems: 5,000 GP gemstones (×1; worth 5,000 GP total): Black sapphire (lustrous black with glowing highlights), 1,000 GP gemstones (×3; worth 3,000 GP total): Black opal (dark green with black mottling and golden flecks), ×2, Star ruby (ruby with white star-shaped center), 500 GP gemstones (×4; worth 2,000 GP total): Alexandrite (dark green), ×2, Blue spinel (deep blue), Peridot (rich olive green), 100 GP gemstones (×1; worth 100 GP total): Tourmaline (pale green, blue, brown, or red), 50 GP gemstones (×1; worth 50 GP total): Chalcedony (white) 10 GP gemstones (×2; worth 20 GP total): Azurite (mottled deep blue), Rhodochrosite (light pink) 7,500 GP art objects (×3; worth 22,500 GP total): Jeweled gold crown, Gold cup set with emeralds, Set of gold nesting dolls, 2,500 GP art objects (×6; worth 15,000 GP total): Gold music box, Gold circlet set with four aquamarines, Embroidered glove set with jewel chips, Jeweled anklet, Platinum bracelet set with an emerald, Fine gold chain set with a fire opal, 750 GP art objects (×1; worth 750 GP total): Obsidian statuette of drow female with gold fittings and inlay, 250 GP art objects (×6; worth 1,500 GP total): Well-made tapestry that is 4 feet by 6 feet, Brass mug with jade inlay, Silver necklace with a gemstone pendant x2, Bejeweled gold bracelet, Carved ivory statuette, 25 GP art objects (×3; worth 75 GP total): Black velvet gloves stitched with silver thread, Handheld mirror set in a painted wooden frame, Copper chalice with silver filigree. Cross Rockledge took the large black sapphire, the opal, and the star rubies for his 10,000gp share.

Large zurkwood chest: twelve red and seven black silk tunics made for Achren. Additionally, Buppido stole the bed

pillows, and the spider carpet and bedspread were rolled up and taken along with the silk sheets and pillow cases.

Magic Items: Lens of identify, a ring of protection +1, the spider necklace is a spell focus +1.

Journey to the Grove & Drow Scout


Drow Scout: Robe of useful items, Pouch of Dust of disappearance

Weapons: Drow scimitar, hand crossbow with 29 bolts, sleep venom for each. 4 daggers.

Armor: Drow leather armor with boots

Other: Drow leather armor, cloak, boots, silk hammock, leather pack, 60′ knotted rope with grappling hook, mess kit, waterskin. 4 puffball mushrooms each – spores in the face (5′ cloud) can put a humanoid creature to sleep for d4 minutes.

Neverlight Grove

Other: Custom crafted fungus potions made by the Myconids of Neverlight Grove. Each is also given a Healing potion 4d4 +4 removes exhaustion, and Baern is given a single potion of lesser restoration. Sovereign Basidia offers each a custom potion of their choice from a large list.

Crab – Elixir of Earth Elemental Magic
Vorkath – Potion of Haste
Obie – Potion of Invulnerability
Baern & Tammuz – Potions of Flying

Road back to the Darklake

Two drow warriors: 2 curved swords, one has a +1 sword and a +1 dagger, dual hand crossbows, one +1, 6 dart wrist holder poisoned 5 left, leather armor, no track boots, cloaks, 4 pots of sleep poison 7 doses
Two drow scouts: 1 curved swords, one has +1 sword, light crossbows hand crossbows, one light +1, 6 dart wrist holder poisoned 5 left, leather armor, no track boots, cloaks, 4 pots of sleep poison 7 doses.

Ruins Near Neverlight Grove

Alchemy Jug: This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to two gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

Acid = 8 ounces
Basic poison = 1/2 ounce
Beer = 4 gallons
Honey = 1 gallon
Hot Sauce = 2 gallons
Oil = 1 quart
Vinegar = 2 gallons
Water, fresh = 8 gallons
Water, salt = 12 gallons
Wine = 1 gallon

Blingdenstone

Bag of Holding: Traded for by Crab for the stuff taken from the four drow on the way home plus 200 gold in gems.

Mantol Derith

Weapons: mithril greatsword +1 for Vorkath (5,000 gp), two heavy crossbows (Baern & Tammuz) (2,000gp each), a huge maul +1 for Obie (2,500 gp) , a light crossbow +1 for Buppido (2,000gp), and for Eldeth a Greataxe +1 (2,500gp). A second bag of holding for Tammuz. A pot of Keoghtom’s ointment for 750gp. Tammuz had a set of magnifying lenses made for his goggles for 80 gp.

Total

Gems: 21,050 gp

Jewelry/Art:

Coin: 5,243.2 mostly gold with some platinum pieces.