SOW-Dimitris

Treasure - 3
Today, 16 April

3rd email – sent on 16 April, after the session where we were transported to the Shadowfell. It covers the treasure of 3rd adventure (Finding Modra) in Overlook. Not much in terms of treasure.

Dear All,

Just in case there is a market in this Ioun-foresaken place where we have ended up and in order to keep the books clean and tidy, here is the treasure allocation from 3rd adventure in Overlook.

MONEY - 4SP - 40GP

ITEMS - Staff of Storms (Marios) - Art Object – Grazt (Demon Prince of the Abyss) (250GP)

As you can see, very slim pickings! Hopefully we will do better on the next one.

See you tomorrow!

Yours, Elina

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Treasure - 2
16 February

2nd treasure allocation email. This one was sent on 16 February, after the session when Barry’s brave character died in the hands of Tusk. (Do I sense a pattern here?) So it covers up to the end of the second adventure.

Dear All, > > > > I am very happy we are playing this Saturday! > > > > I do not mind preparing the treasure inventory. All I ask is that all > of you review it and reply to the questions, so that we can keep it up > to date and that we know in advance what each person is getting and do > not waste game time on this. Dimitri, do you mind responding on behalf > of Duygu, since you are updating her character? > > > > Barry, I am really sorry your dwarf died; it was very unfortunate but > that area blast was pretty unexpected and unavoidable under the circumstances. > We did our best and put a lot of effort in retrieving your body and > all your items and carrying it to safety. So, now that the adventure > is over, you can be raised and all will be good and merry again. > > > > The calculations below assume that we will have Barry raised (ie minus > 680gp). I have also taken the liberty of buying some supplies for the > team, ie healing potions and torches. > > > > The questions that I have for you are: > > – Which unallocated item (if any) do you want? (I have put the > descriptions of the items at the end of this email for your ease of > reference). > > – Shall we sell any items? Mina, I believe you did not want your > wand anymore. > > – What do we do with the statuette of Moradin? Do we sell it or > return it to the dwarves? > > – Check the list and let me know if there is something inaccurate. > Also please let me know where I have question marks. > > > > My current thinking is to try to avoid selling items, if they are > useful to the party (as they are only 1/5 of their value). We should > try to allocate to the best person for the job, whilst taking into > account how many items people already have. If someone no longer > wants or needs an allocated item, it should go back in the common pool and either be reallocated or sold. > What do you think? > > > > Please get back to me by Thursday so that I can amend it accordingly > and recirculate if needed. > > > > > > MONEY > > (In summary, we get 130gp each) > > 1ST Adventure > > 20gp > > 10gp > > 200 gp > > 430 gp = 660 GP > > 40 gp > > 100 gp GEM > > 80 gp > > 200 gp > > 200 gp > > TOTAL of 1280 (or 1180 and 100 GEM) > > 2nd Adventure > > 40 gp > > 80 gp > > 90 gp > > 30 gp > > 90 gp > > TOTAL of 330 gp > > > > Overall total of 1610 gp > > -680 gp -Raising Barry > > – 150 gp – Healing potions (we currently have 5 potions. I have > bought 3 more, so that each has one and the two defenders have a > second one) > > – 1gp 1cp – 12 torches (ie two each) (I am not calculating the 2cp as > it will mess up my maths. My character has some spare change and I > will deduct from there) > > > > Final Total 117 gp > > Individual Share 130 gp each > > > > > > ITEMS AND INITIAL ALLOCATIONS > > 1st Adventure > > – Healing Potion – Duygu > > – Belt of Vigor – Gatzi > > – 2 Healing Potions – Barry and Panos > > – Magical shield cold – Barry – EXCHANGED > > – Addergrease armor +1 – EXCHANGED > > – Holly symbol of reproach +1 – EXCHANGED > > – Halberd +1 Final word – EXCHANGED > > – Wand of swarming force – EXCHANGED? > > – Totem of spring renewal – Duygu > > – Chainmail of bold victory – Barry > > 2nd Adventure > > – Rod of blinding awe +2 – Minas > > – 1 potion of healing – Elina (to replace the one given to > Barry from personal stack) > > – Silver statuette of Moradin – UNALLOCATED – Possibly return > or sell, depending on what the dwarves want. > > – Cloak of the walking wounded – BARRY > > – Lifedrinker craghammer +1 – BARRY > > – 1 potion of healing – UNALLOCATED (Duygu) > > Winged dagger +1 – UNALLOCATED (Marios, this is for you, I think!) > > Burning gauntlets – UNALLOCATED (Anyone does fire damage? Minas?) > > Circlet of Authority – UNALLOCATED (Who uses diplomacy or intimidate?) > > Sandals of precise stepping – UNALLOCATED (Athletics, acrobatics and > stealth) > > Crown of doors – UNALLOCATED (Perception for secret doors – I can use > this one, as I have the highest perception) > > > > FINAL ITEMS > > Gatzi > > – Life drinking weapon +1 > > – Belt of vigour > > Duygu > > – Totem of spring renewal > > – Healer’s brooch [Augments party healing – common resource] > > Minas > > – Staff exchanged after 1st adventure (?) > > – Rod of blinding awe +2 > > Marios > > – Staff exchanged after 1st adventure (?) > > Winged dagger +1 > > Barry > > – Chainmail of bold victory +1 > > Lifedrinker craghammer +1 > > Cloak of the walking wounded > > Elina > > – Terror weapon +1 > > Crown of doors > > > > > > Yours, > > Elina > > > > :: Eleni Gouliou > > Legal Adviser > > 020 7783 4408 T > > 020 7981 3159 F > eleni.gouliou@ofcom.org.uk > > :: Ofcom > Riverside House > 2a Southwark Bridge Road > London SE1 9HA > 020 7981 3000 > www.ofcom.org.uk > > Sandals of Precise Stepping > > Your steps become softer and more precise in this soft leather and > cloth mesh footgear. > > Level: 6 > Price: 1,800 gp > Item Slot: Feet > > Property: Gain a +2 item bonus to Acrobatics, Athletics, and Stealth checks. > > First published in Adventurer’s Vault. > > Crown of Doors > > Architecture holds no secrets from those wearing this wood and stone > headpiece. > > Level: 6 > Price: 1,800 gp > Item Slot: Head > > Property: Gain a +2 item bonus to Perception checks to find secret > doors and hidden passages. > > First published in Adventurer’s Vault. > > Burning Gauntlets > > Made of iron and constantly trailing wisps of smoke, these plated > gloves incite your inner pyromaniac. > > Level: 6 > Price: 1,800 gp > Item Slot: Hands > > Power (Daily • Fire): Free Action. Use this power when you make an > attack with the fire keyword. The first target hit by that attack, if > any, also takes ongoing 5 fire damage (save ends). Also, you deal an > extra 1 fire damage on successful attacks with the fire keyword until > the end of the encounter. > If you’ve reached at least one milestone today before using this > power, instead deal an extra 2 fire damage on successful attacks with > the fire keyword until the end of the encounter. > > First published in Adventurer’s Vault. > > Circlet of Authority > > This simple metal headband improves your diplomatic and intimidation skills. > > Level: 7 > Price: 2,600 gp > Item Slot: Head > > Property: You gain a +2 item bonus to Diplomacy checks and Intimidate > checks. > > First published in Player’s Handbook. > > Winged Weapon > > This dagger can take to the air to deliver your spells and protect you > from harm. > > Level: 5 > Price: 1,000 gp > Weapon: Dagger > Enhancement: +1 attack rolls and damage rolls > Critical: +1d6 damage > > Power (At-Will): Free Action. Trigger: An enemy hits you with an > opportunity attack when you use a sorcerer ranged or area attack power > through this dagger. Effect: The triggering enemy takes 5 damage. > Power (Daily): Minor Action. Choose one enemy within 10 squares of you > that you can see. The next sorcerer close attack power you use through > this dagger before the end of the encounter treats a square adjacent > to that enemy as its origin square. > > First published in Player’s Handbook 2. > >

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Treasure - 1
7 February

I am posting here the previous treasure allocation emails. This first one was sent on 7 February. It was done after the session when Minas’ character met his demise at the Dwarven Monastery.

The treasure calculation includes all items recovered from the first adventure and the beginning of the second adventure.

Dear All,

I have sorted out the accounts for our Saturday’s adventures so far. Please shout if I have got anything wrong!

MONEY 1ST Adventure 20gp 10gp 200 gp 430 gp = 660 GP 40 gp 100 gp GEM 80 gp 200 gp 200 gp TOTAL of 1280 (or 1180 and 100 GEM) 2nd Adventure 40 gp

ITEMS AND INITIAL ALLOCATIONS 1st Adventure - Healing Potion – Duygu - Belt of Vigor – Gatzi - 2 Healing Potions – Barry and Panos - Magical shield cold – Barry – EXCHANGED - Addergrease armor +1 – EXCHANGED - Holly symbol of reproach +1 – EXCHANGED - Halberd +1 Final word – EXCHANGED - Wand of swarming force – EXCHANGED? - Totem of spring renewal – Duygu - Chainmail of bold victory – Barry 2nd Adventure - Rod of blinding awe +2 – Minas - 1 potion of healing – Elina (to replace the one given to Barry from personal stack) - Silver statuette of Moradin – UNALLOCATED – Possibly return or sell, depending on what the dwarves want. - Cloak of the walking wounded – UNALLOCATED - Lifedrinker craghammer +1 – UNALLOCATED - 1 potion of healing – UNALLOCATED

FINAL ITEMS Gatzi - Life drinking weapon +1 - Belt of vigour Duygu - Totem of spring renewal - Healer’s brooch [Augments party healing – common resource] Minas - Staff exchanged after 1st adventure (?) - Rod of blinding awe +2 Marios - Staff exchanged after 1st adventure (?) Barry - Chainmail of bold victory +1 Elina - Terror weapon +1

Effectively, this means that Barry, Marios, Duygu and I only have one personal magic item, whereas Minas and Gatzi have two. (I count the healer’s brooch as a common party item, since it is meant to augment everyone’s healing). So, the above four should get priority in terms of selecting their magic items and if the opportunity arises again to exchange, should get first priority in that.

Barry, I think that you might want to get the Craghammer (to use when you become level 4). You need a feat for that (superior melee proficiency) and so you will need to wait until you level up to retrain and use it but it has some healing properties which are quite good and it does good damage. Alternatively, the cloak of the walking wounded might also be beneficial for you.

Also, what last week’s encounter taught us, (apart from the fact that not every character is a defender) is that everyone should buy and hold at all times at least one healing potion, as healing resources are limited and valuable. At the moment we have one unallocated potion and I have down that the following have got one from the treasure bundle (Duygu, Barry and Panos). I had bought one originally which I gave to Barry and I got one from the treasure to replace my own. So, unless you have drank yours, the one we found last week should go to Marios (since Minas’ character is dead and has little use of it now).

Yours, Elina

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4th Adventure

Traversing through the portal, the Companions of the Brass Key find themselves transported from the stone underground rooms of the Happy Beggar poorhouse in Overlook to dark and gloomy Shadowfell…

After some time, the Companions see a large campsite. In the backdrop, there is a tall tower and next to it a foundry. The camp seems to be populated by mercenaries and adventurers from all races and creeds.

The Companions investigate further within the camp…

Information and rumours This area is Umbraforge and is the dominion of Sarshan.

Sarshan is a shadar-kai outcast. Sarshan gathers mercenaries and slaves and then hires them out across the Shadowfell but also in other worlds. It is rumoured that generals and kings pay Sarhan who then decides which side to ally with.

Modra was one of Sarshan’s trusted leutenants. When Sarshan refused to sell arms to the Orcs, thinking it was too risky, Modra tried to cut a deal behind Sarshan’s back.

The Foundry is the new jewel in Sarshan’s operations. He uses it to create beasts; born killers with magic in their blood.

The Companions meet a dark creeper called Wayron. He was the Emissary that funded and supported the new Red Hand, under Sarshan’s instructions (see 1st adventure log).

The Companions also meet Lena the sorcerer. She worked together with Modra for a time. She discloses to the Companions that there is a private tunnel between the tower and the foundry and secret entrance to the tower. Lena thinks that Modra should die for his treason but does not want him to suffer unnecessarily.

Story progression The Companions hear that something fun is happening in the Slave Bazaar and make their way there.

On their way, they encounter ogres and tangler beetles, in an “arena style” battle, for the entertainment of the orcs who have gathered for the show. The Companions emerge from the battle victorious and relatively unscathed.

Astarte

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3rd Adventure

After the battle of Bodrin’s Watch, the Companions of the Brass key return to the city of Overlook. They meet with Elderkain who entrusts them with the mission of uncovering who has been equiping the Orc attacks.

Information and rumours Elderkain told the Companions that some Dark Creepers have been sighted in Overlook. These are shadowy creatures that live among the Shadarkai and usually dwell underground. One of these Dark Creepers goes with the name of Modra. Dark Creepers use portals to the Shadowfell.

Further investigation around the city reveals that Modra was acting as a weapon’s broker, a frontman for an arms dealer, trying to use his connections to sell weapons. He had contacted a number of wealthy houses. It was also rumoured that in the end Modra found a buyer, a Shadarkai witch. The Companions suspect that Modra is behind equiping the Orcs and this is the reason Tusk and his gang had weapons and armour of unusual quality.

Modra was also looking at mining around the old caverns of Stonehome.

Rumour has it that some job went bad for Modra and he is on the run.

Modra’s whereabouts may be in a poorhouse “the Happy Beggar” in Tradestown.

The Companions also meet a female Elf, sister of Jess of the Farstriders. She is also looking for Modra, who she considers responsible for her sister’s demise.

Story progression Street thugs As they wander around Overlook, the Companions are attacked by some street thugs, which they easily overpower. It seems that the attack is not random however; the wizard leading the thugs has a note describing the Companions and commanding that the thugs recover the “brass key”. The note is signed: “Modra”.

The Companions of the Brass Key is quite happy about their choice of name! It seems that the brass key is key to this mystery!

The Happy Beggar The Companions visit the Happy Beggar poorhouse in search for Modra. The poorhouse is run by a couple, Prachant and Ozma. They also meet a grizzly crippled old man who introduces himself as Brenat, an old adventurer. He describes Modra as “black hearted one” and advises the Companions to “strike no deals but strike a killing blow”.

The Companions then ask the couple about Modra. Ozma responded that they had never heard that name previously, until 30 minutes ago when the old guy (Brenat) was asking about Modra.

Brenat then oddly disappears, leaving the Companions with a distinct suspicion that he is more than he seems…

In the Cellars In the Cellars of the Happy Beggar the Companions discover that some rubble was actually arranged by hand and reveal a secret door.

They enter into a cavern with doomspore, poisonous spores usually found in areas tainted by the Shadowfell. Our ingenious sorcerer provided an easy solution to the problem of traversing the area by flying the party over the spores.

The Companions then enter a room with portals. There they fight some dark creepers, shadowy dogs and a Shadarkai woman.

On the body of the woman, the Companions discover a second brass key. (Note – consider renaming the group to Companions of Brass Keys).

The Companions activate the portal using the key and discover it leads to a warehouse. They suspect that this is where Modra hides the weapons and armour supplied to the Orcs.

In the room next door, they hear chanting. They decide that this is more pressing and postpone the investigation of the warehouse for a later occasion.

In a déjà vu encounter, the Companions enter the room interrupt Modra’s chanting before a Stonearch. Modra summons a number of wraiths, shadow humanoids created to guard the area. Modra himself becomes invisible. The Companions fight bravely but decide to retreat to the portal room for some all important healing. As they are healing under the careful attention of their Shaman, the Companion feel a strong earthquake in the other room.

When they return to the Stonarch room, the wraiths have disappeared, and curiously, so has Modra.

The Companions activate the portal using one of the brass keys and cross over to the other side…

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2nd Adventure – Dwarven Forge
The Goblins rally under the Red Hand

The adventurers are sent to a dwarven town called Overlook. (We are sent by Kagrig the Elder to meet Kagrig Junior).

Goblins / Orcs / Ogres are assembling and marching to Bodrin’s Watch, a fortification close to Overlook.

A number of adventuring companies have come to aid: – Freeriders (5) – Farstriders (proud) (5) – Perished in the vents – Fastriders (4)

The Adventurers are sent to the Dwarven Monastery to warn the clerics about the impending attack. Unfortunately, when reaching there, the Monastery has already been attacked by Goblins. The adventurers clear out the Goblins and manage to rescue Durthur, a dwarven invoker who was being tortured by the Goblins.

The adventurers decide to go to the vents and ensure that they are sealed. They encounter many Goblins and other evil creatures. In the temple of Moradin, which was almost defiled by goblins, they also find two bodies that they recognise as belonging to the Farstriders.

During their exploration of the vents, the adventurers discover a large brass key. We do not know yet what this opens.

Drukan Felfist – Legendary warrior (400 years ago) An army of orcs came, along with a Hydra. 300 dwarves perished. Durkan defended the rest of t he team, chopped the heads of the Hydra and burned it. It is said that his remains are interred in the mountains and they are considered a dwarven relic. (It may be(?) that the goblins will seek this relic, as they tried to steal the relics from Brindol?)

The adventurers manage to flood the vents, flushing all goblins inside. Unfortunately, they lost their bravest companion, Belven Runehouse.

Then the adventurers go to Baldur’s Watch and assisted in the fight against the goblins. The fight lasted 5 days and the dwarves emerged victorious in the end.

Astarte

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1st Adventure - Castle Rivenroar
The first appearance of the new Red Hand

Goblin attack in Brindol (human town) – Goblins were fended off but not before taking seven prisoners and several relics.

The items included: *ornate gilded helmet *longsword (ceremonial) *3 shields with RH design *battlestandard

The adventurers went forth to Castel Rivenroar to rescue the prisoners and retrieve the items.

3 families represented in the Castle in three separate wings: *Von Urstaad *Von Jarlad (evil) *Rivenroar

We found a letter from “The Emissary” to Sinruth: _“Brave Sinruth, The Red Hand will rise again! The other remnants take great cheer in your recent atttacks on connerce coming into The Blight That is Brindol. We are particularly pleased with your ability to inspire a fighting spirit in others, wehther they have true goblin blood or merely wish they did. To be blunt, we think you should have many more soldiers under your command. Many, many more. And recent events have rendered some remnants leaderless. With a bold stroke on your part, the remnants would rally to the Red Hand you so proudly display. As your bold stroke, do this: Attack The Blight That is Brindol by night. Focus your efforts on their Hall of Great Valor, for it mocks the many hard-won victories by the first Red Hand of Doom. Take from them the spoils of war they shamelessly hang on their walls and bring those antiques back to Rivenroar. Do this before the moon is next full. And with regard to yoru previous question, turning over captives to your unliving allies at Rivenroar is perfectly acceptable. War sometimes makes strange bedfellows and we appreciate how you ‘ve united such disparate forces under your banner. Whatever prisoners you take from Rivenroar you can give to the wight. Fight with the valor of yoru ancestors, Sinruth. And keep your hands stained red with the blood of the weak! I will visit you again next month, at a time of my choosing. The Emissary”_

What we know / can guess so far: *Sinruth is reviving an evil goblin organisation which existed in the past, called The Red Hand. *This time, he has non-goblin allies, anyone who aligns with the goblins’ interests, including undead. *The attack on Brindol (the town) and the theft of the items was a “bold stroke”, a gesture design to inspire the goblins so that they join and rally with the Red Hand. *The prisoners were meant as gifts to the undead allies. *The attack needed to take place before the next full moon. *The “Emissary” is supporting, advising and encouraging Sinruth. In his letter, the Emissary has promised to visit Sinruth (again) next month.

Astarte

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