PC Stat Blocks at Start of Adventure
Baqar, Male Halfling, Lightfoot Rgr3: CR 3; Small Humanoid (Halfling); HD 3d8+3(Ranger) ; hp 23; Init +3; Spd 20; AC:16 (Flatfooted:13 Touch:14); Atk +5 base melee, +7 base ranged; +8 (1d6+1, Longbow, composite ( +1 Str Bonus), Masterwork); +6 (1d8+1, Sharrash, Talenta, Masterwork); +6 (1d8+1, Tangat, Talenta, Masterwork); +7 (1d3+1, Dagger); +5 (1d3+1, Dagger); SQ: Action Points Dice Rolled 1, Action Points 6; RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL LG; SV Fort +5, Ref +7, Will +4; STR 13, DEX 17, CON 13, INT 11, WIS 14, CHA 9.
Skills: Climb +3, Handle Animal +8, Heal +6, Hide +10, Intimidate +0, Jump -1, Listen +6, Move Silently +9, Ride +11, Search +1, Spot +4, Survival +8, Use Rope +5.
Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Sharrash, Talenta, Exotic Weapon Proficiency: Tangat, Talenta, Mounted Combat, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Handle Animal, Track.
Possessions: Weapons: +1 Arrow (47 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); Arrows (20) (1 gp); Dagger (2 gp); Longbow, composite ( +1 Str Bonus), Masterwork (500 gp); Sharrash, Talenta, Masterwork (318 gp); Tangat, Talenta, Masterwork (340 gp).Armor: Leather (10 gp).Goods: Coin: gp (10) (10 gp); Antitoxin (vial) (50 gp); Backpack (2 gp); Bedroll (1 sp); Flint and steel (1 gp); Grappling hook (1 gp); Healer`s kit (50 gp); Holy symbol, silver (25 gp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Pouch, belt (1 gp); Rope, silk (50 ft.) (10 gp); Saddlebags (4 gp); Saddle, military (20 gp); Torch (3) (3 cp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Clawfoot (150 gp); Coin: pp (8) (8 pp); Torch (1 cp); Torch (1 cp); Alexandrite (500 gp); Amber (100 gp); Fintail tooth (3) (0 gp).Magic: Potion: Bull`s Strength (3) (300 gp); Potion: Cure Light Wounds (1) (50 gp); Potion: Cure Light Wounds (1) (50 gp); Potion: Cure Light Wounds (1) (50 gp).
Quarion, Male Elf, High Ftr1/Wiz2: CR 3; Medium Humanoid (Elf); HD 1d10(Fighter) , 2d4(Wizard) ; hp 15; Init +2; Spd 30; AC:16 (Flatfooted:14 Touch:12); Atk +4 base melee, +4 base ranged; +2/+3 (1d8+2, Longsword; 1d4+1, Dagger, Masterwork); +4 (1d8+3, Longsword); +4 (1d8+1, Longbow, composite ( +1 Str Bonus)); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CN; SV Fort +2, Ref +2, Will +4; STR 14, DEX 15, CON 11, INT 17, WIS 12, CHA 9.
Skills: Concentration +3, Craft (Weaponsmithing) +5, Decipher Script +5, Intimidate +3, Knowledge (Arcana) +8, Listen +3, Ride +6, Search +6, Spot +4, Swim +6.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting.
Spells Known (Wiz 4/3): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1st -- Burning Hands, Enlarge Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Repair Light Damage, Shocking Grasp.
Possessions: Weapons: Alchemist`s fire (20 gp); Arrows (20) (1 gp); Longbow, composite ( +1 Str Bonus) (200 gp); Longsword (15 gp); Dagger, Masterwork (302 gp).Armor: Mithral Shirt (1,100 gp).Goods: Coin: gp (7) (7 gp); Backpack (2 gp); Bedroll (1 sp); Flint and steel (1 gp); Ink (vial) (8 gp); Inkpen (1 sp); Explorer`s outfit (10 gp); Spell component pouch (5 gp); Spellbook, wizard`s (15 gp); Red garnet (3) (300 gp); White pearl (100 gp); Moonstone (50 gp); Coin: sp (3) (3 sp); Coin: cp (7) (7 cp).Magic: Potion: Bull`s Strength (3) (300 gp); Potion: Cure Light Wounds (1) (50 gp); Wand: Magic Missile (3) (Charges: 18) (810 gp); Wand: Repair Light Damage (1) (Charges: 44) (660 gp).
Second Story Jory, Female Human Rog3: CR 3; Medium Humanoid ; HD 3d6+6(Rogue) ; hp 19; Init +2; Spd 30; AC:14 (Flatfooted:12 Touch:12); Atk +3 base melee, +4 base ranged; +4 (1d6+1, Sword, short, Masterwork); +5 (1d4, Crossbow, hand, Masterwork); +4 (1d4+1, Dagger); +4 (1d4+1, Dart); SQ: Action Points Dice Rolled 1, Action Points 6; AL CN; SV Fort +3, Ref +5, Will +2; STR 12, DEX 15, CON 14, INT 14, WIS 12, CHA 14.
Skills: Appraise +6, Balance +8, Climb +7, Disable Device +9, Escape Artist +6, Gather Information +3, Hide +10, Jump +6, Listen +4, Move Silently +10, Open Lock +10, Search +8, Tumble +7, Use Magic Device +4, Use Rope +7.
Feats: Armor Proficiency: light, Least Dragonmark, Nimble Fingers, Simple Weapon Proficiency, Stealthy.
Possessions: Weapons: Bolts, crossbow (10) (1 gp); Crossbow, hand, Masterwork (400 gp); Dagger (2 gp); Dagger (2 gp); Dagger (2 gp); Dagger (2 gp); Dagger (2 gp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Sword, short, Masterwork (310 gp).Armor: Leather (10 gp).Goods: Coin: gp (18) (18 gp); Backpack (2 gp); Grappling hook (1 gp); Rope, silk (50 ft.) (10 gp); Sack (1 sp); Thieves` tools (30 gp); Traveler`s outfit (1 gp); Pouch, belt (1 gp); Red garnet (2) (200 gp); Carnelian (50 gp); Azurite (10 gp); Moonstone (50 gp); Coin: cp (3) (3 cp); Coin: sp (16) (16 sp); Coin: pp (2) (2 pp).Magic: Potion: Cure Light Wounds (1) (50 gp); Potion: Invisibility (3) (300 gp).
Will Answer to Anything for I am no Longer at the Beck and Call of Man, Male Warforged Mnk3: CR 4; Medium Construct (Living Construct); HD 3d8+9(Monk) ; hp 26; Init +2; Spd 40; AC:16 (Flatfooted:14 Touch:14); Atk +3 base melee, +4 base ranged; +3 (1d6+1, Unarmed strike); +3 (1d6+1, Unarmed strike); +5 (1d6+1, Javelin, Masterwork); +4 (1d6+1, Javelin); +4 (1d6, Alchemist`s fire); SQ: Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Disease (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), No Natural Healing (Ex), Immunity: Nausea (Ex), Vulnerability: Chill Metal (Ex), Vulnerability: Heat Metal (Ex), Vulnerability: Repel Metal or Stone (Ex), Vulnerability: Repel Wood (Ex), Vulnerability: Rusting Grasp (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Action Points Dice Rolled 1, Action Points 6; AL LN; SV Fort +6, Ref +5, Will +5; STR 13, DEX 14, CON 16, INT 11, WIS 14, CHA 9.
Skills: Craft (Blacksmithing) -1, Hide +8, Jump +5, Listen +5, Move Silently +8, Perform (Dance) +2, Spot +3, Tumble +6, Use Rope +4.
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.
Possessions: Weapons: Alchemist`s fire (20 gp); Javelin, Masterwork (301 gp); Javelin, Masterwork (301 gp); Javelin (1 gp); Javelin (1 gp); Alchemist`s fire (20 gp); Alchemist`s fire (20 gp); Alchemist`s fire (20 gp).Goods: Coin: gp (40) (40 gp); Warforged repair kit (50 gp); Block and tackle (5 gp); Crowbar (2 gp); Flint and steel (1 gp); Hammer (5 sp); Lamp, common (1 sp); Oil (pint) (1 sp); Piton (5) (5 sp); Rope, silk (50 ft.) (10 gp); Spade (2 gp); Whetstone (2 cp); Backpack (2 gp); Coin: sp (14) (14 sp); Coin: cp (11) (11 cp); Fintail tooth (2) (0 gp).Magic: Potion: Repair Light Damage (1) (50 gp); Potion: Repair Light Damage (1) (50 gp); Potion: Bull`s Strength (3) (300 gp); Potion: Bull`s Strength (3) (300 gp); Wondrous: Warforged Composite Armor (0 gp); Potion: Magic Weapon (1) (50 gp); Potion: Magic Weapon (1) (50 gp); Potion: Shield of Faith (1) (50 gp); Potion: Shield of Faith (1) (50 gp).
Dravago Wedding Part I
Played January 10, 2005
Dateline Sharn: 14 Dravago 999 (late spring – equivalent to mid-May)
Featuring Baqar, Jory, Metal Guy, and Quarion
Prominent Locations, NPCs and Organizations:
- Sharn – Largest city of the country of Breland – and of the entire continent of Khorvaire. A vertical city, dominated by mile-high towers along several plateaus. Beneath the towers are vast sewers, ruins of older cities, and lakes of magma. On the west side are wharfs along the Dagger River, near its mouth, well below the rest of the city.
- Axell Merikatick – Halfling tumbler in Hwan DeMarco’s circus. Taught Metal Guy how to dance.
- Boromar Clan – Halfling-dominated organized crime syndicate in Sharn. Most powerful such organization in Sharn, though lately has been challenged by the Daask.
- Daask – Goblinoid-dominated organized crime syndicate challenging the Boromar Clan.
- Caatar – Gnome diviner who advises the Boromar on matters of intelligence and espionage.
- Keshta – Gnoll enforcer in Daask. Noted for a long blond stripe going from his forehead down his back.
Capsule Summary
Dravago is a great month for weddings. At least it has been said. The flowers are in bloom. And a young halfling’s thoughts turn to love. When Metal Guy received an invitation to his friend from his circus days Axell Merikatick’s wedding, he, along with Baqar, Jory and Quarion, headed for Sharn. Meanwhile Kirin headed off into the Eldeen Reaches to discuss with her order recent discoveries about the Shadow Key.
Metal Guy, Baqar, and Quarion found themselves rushed to an event called a “bachelor party”, taking place in Dragoneyes, a red-light district among the lower levels of the tower city of Sharn. Jory helped Enara Boromar (the bride to be) and Bolinda Wolf (a shifter animal trainer) participate in the ritual of “ladies crashing the party” – Jory picked the lock to Hwan DeMarco’s (the owner of the circus) room, where she was able to see from his accounting files where the party was being held.
Baqar, Metal Guy, and Quarion found themselves with the wedding party on one of the many balconies on the outside of the nightclub – the largest one, not one of the small ones used for semi-private performances. Despite being on one of the lower levels of Sharn, the ground was still well out of sight. Out with them was Axell, Halfling tumbler and shadowdancer groom-to-be; Hwan DeMarco, human owner of the circus; Jamis, best man and fellow tumbler; Mecurial Might, half-orc strongman; and Halak Boromar, a cousin of the bride Enara – and the chief enforcer for the Boromar family. It turned out Axell was marrying into the most powerful crime family in Sharn.
Just as the ladies crashed the party members from the rival Daask crime family chose to attack – they were apparently not to pleased. A band of gnolls leapt from their flying carriage to the main balcony and the one just south of it. They were led by a deadly archer – a gnoll with a blond stripe running down his head. In a battle punctuated with leaps from balcony to balcony (including an embarrassing miss by a gnoll), Quarion fighting from his couch, Metal Guy sliding along the slippery nightclub floor, and near-falls to the death our heroes defeated the attackers – though not before two gnolls made off with Axell – and before theur leader jumped down only to be saved by a potion which made him light as a feather.
They did capture a gnoll prisoner who was not very forthcoming with information – though he did not seem to know all that much – his superiors seemed to feat he would talk if captured. A little persuasion yielded some information – their leader was one of Daask’s enforcers, named Keshta. He might know where Axell was being held. He would be assisting in the docks tomorrow (actually later this morning) with the unloading of illegal contraband. While they were having this conversation an anonymous letter arrived for Hwan:
My dear Mister Hwan DeMarco –
I have heard of that terrible attack upon that little gathering you had last night. It pains me to remind you of this, but I had warned you that this is precisely the type of violence this city is known for. If only you had employed our protection services, we would have been able to prevent this.
I am certain you now appreciate the value of the service we can bring. Being tireless workers, we have located the missing Halfling for you, as can be seen by the enclosed exhibit. I am certain you will choose to employ our services.
As a show of our good faith, we will return the Halfling to you at midnight. However, I must warn you those in my employ can be a little rough and can be known for damaging goods, especially if they are not paid. I am certain we understand each other.
PS – I am certain young Master Merikatick sees the danger in marrying into that dreaded family – I know if he survives he will want to call the wedding off. Should he survive, please help him arrive at this decision. Love so often blinds us to the right decision.
Within the letter was a finger, presumably Axell’s…
House Boromar quickly assigned their advisor and intelligence expert, a gnome named Caatar, to help our heroes – it would be monumentally embarrassing for the Boromars if Hwan were to give into such threats.
As the sun began rising, Caatar took them to the Boromar compound where he unsuccessfully used his crystal ball to scry for Axell, despite having his finger (which would normally assist such scrying). It was likely that the Daask had used some magic to cloak his location from divination, something any moderately skilled abjurer could do. However, he was able to use an arrow that Keshta had fired to located him – he was offloading a shipment of Dreamlily (an opiate from Sarlona) from the Orca. The name rang was familiar – a year ago our heroes had retrieved Sevrin Nhall, member of the Purifying Flame, from the Orca – and nearly burned it to the ground. Hopefully the small cash payment and letter of apology that Metal Guy had sent them afterwards would smooth things out…
Caatar explained to our heroes that the Boromar clan had ruled organized crime in Sharn for decades. However, in the last ten years the brutal Daask had been encroaching on them – led by monstrous immigrants from Droaam, it had been placing great emphasis on armed robbery, protection rackets, muggings, and assassinations. Rumor had it they had many hideous creatures in their payroll. Caatar had been designated as responsible for figuring out how to deal with them – he promised to reward the heroes if they helped him and retried Axell. He also equipped them with some healing potions to aid in their quest.
Descending down the cliffs to the docks of Sharn along the Dagger River, Baqar and Metal Guy headed for the Orca. Baqar had not been with our heroes when they last encountered the Orca and hopefully all warforged looked alike to the soft ones… Captain Curg, his memory jogged by some cash, indicated the Dreamlily had already been offloaded. However Keshta was probably eating at a local clam shack – he usually ate there when he had work at the docks to take care of.
Sure enough, they found Keshta there – accompanied by a pair of gnoll bodyguards. The gnolls fled, heading for an elevator at the end of an alleyway. Our heroes gave chase, easily taking out the bodyguards but having a much tougher time with Keshta. Keshta tried to bring down Baqar’s clawfoot mount fluffy. Baqar and Metal Guy took the lead, with Jory and Quarion unleashing rounds of crossbow bolts and magic missiles. Eventually they brought him down. Hopefully he would be willing to talk…
Treasure
Keshta has a masterwork chain shirt [worth 250 gp, +4 armor bonus, armor check penalty of -1, maximum dex bonus +3, 20% arcane spell failure], a masterwork buckler shield [worth 165 gp, +4 shield bonus, 5% arcane spell failure], a masterwork composite longbow [worth 900 gp, requiring a strength of at least 20 to use effectively], a darkweave cloak [a coarse cloak with shadow interwoven with black threads worth 100 gp, gives wearer a +1 bonus to hiding in shadows or darkness], and 120 gold pieces. (He already had consumed a healing potion). You can sell equipment for half its value, though you need to wait for a break in the action to do so.
Experience
- Six gnolls defeated in the opening scene. 450 experience points per character total.
- Keshta was worth 1800 experience points or another 450.
- Characters earned 900 XP for this adventure for a total of 5961 per character. You will reach 4th level at 6000 experience. (So close…)
Dravago Wedding Part II
Played January 24, 2005
Dateline Sharn: 15 Dravago 999 (late spring – equivalent to mid-May)
Featuring Baqar, Jory, Metal Guy, and Quarion
Keshta eventually did talk, but only onboard the Orca and only after she had left port – for some reason he feared retribution. He told them that Axel was locked away in an abandoned warehouse in the Cogs – the levels under the surface of Sharn. He told them accessible from the sewers and gave them directions. Via a manhole cover they had to work their way into the sewers, go through a drainage area, turn south at a T-junction, and enter the warehouse via a secret side-door. Guards – well of course there were a few gnolls at the wizard, along with a wizard who was blocking the scrying efforts.
Taking a jolly-boat back to Sharn, Baqar stopped off at an alchemist shop to purchase some healing potions. They then entered the sewers and found themselves walking through yucky poo-poo water – a ten foot wide stream of sewage. In short order they found two narrow walkways on either sides, with numerous sphincters which opened at seemingly random intervals, unleashing torrents of water.
As they walked along the south walkway Baqar and Jory spotted something in the distance. Metal Guy proceeded forward into the darkness with his torch to try to find who was down with them – it was a pair of gnolls. No, make that three, as Jory spotted a gnoll hiding in the shadows, awaiting the opportunity to ambush. The gnolls unleashed a stream of arrows, bolts, and daggers. One dagger that hit Quarion had a capsule filled with alchemist frost attached to it – as the dagger struck him, it froze the icky poo water to him – just in time to get knocked over by one of the torrents of water…
Eventually our heroes overcame their foes and prepared to rescue Metal Guy’s friend from his circus days. [Unfortunately the Dungeon Master was not feeling very well and had to end the session at that point.]
Treasure
- Yenarj, the leader of the gnolls in the sewers had a masterwork heavy repeating crossbow. It’s a handy weapon, with a magazine of five bolts that are easily reloaded with a free action (most heavy crossbows require a full-round action to reload). Unfortunately it requires an exotic weapon proficiency to use effectively (without it you have a -3 penalty at attack rolls with it – normally it would be -4 but masterwork weapons give a +1 attack bonus). It is worth 700 gold (350 if sold).
- Yenarj also had a Masterowk Battleaxe. It is worth 310 gold (155 if sold).
- Yenark also had a regular breastplate, worth 200 gold (100 if sold). It counts as Medium Armor with a maximum dexterity bonus of +2 and gives a +5 armor bonus.
- Negiel, the gnoll rogue had a Masterwork Composite Shortbow, meant for people with a +2 (or higher) strength bonus. It is worth 525 gold.
- She also had a Masterwork Short Sword worth 310 gold.
- She has one remaining dagger (negligible value) but attached to it is a capsule of alchemist frost, allowing you to deliver both a dagger attack and an alchemist frost attack simultaneously. (I don’t have the cost of this handy – Mike is borrowing the Complete Adventurer, which features it – I believe it is under a hundred gold – similar capsules can be bought in specialty shops in Sharn.
- And finally studded leather armor worth 25 gold.
Experience
- Yenarj was gnoll fighter - Challenge Rating 2, worth 600 experience points
- Negiel was a gnoll rogue – Challenge Rating 3, worth 900 experience points.
- A remaining gnoll grunt was Challenge Rating 1, worth 300 experience points.
That puts you at 1200 experience for the adventure, or 300 each. That is a total of 6261 experience, enough to gain fourth level – once you get a chance to rest and recuperate. (Since you are on a rescue mission that might have to wait a little while.)
Dravago Wedding Part III
Played February 7, 2005
Dateline Sharn: 15 Dravago 999 (late spring – equivalent to mid-May)
Featuring Baqar, Jory, Metal Guy, and Quarion
After much discussion our heroes worked their way to the secret door off of the sewer tunnel. It led to a narrow five foot diameter tunnel. They eventually reached the end of the tunnel and found a hatch in the floor. Opening the hatch they saw only darkness below. Quarion cast a spell at the darkness – not magic missile but dancing lights. The magical lights revealed a massive warehouse with metal balconies around. Before they could take in the entire scene an ogre peaked up. He met with a hail of arrows, crossbow bolts, and javelins. His own javelin throw fell short and he didn’t live long enough to fire a second one. As he fell a voice (sounding like a gecko with a sore throat) ordered our heroes to surrender the Shadow Key. Which they no longer had – it was in the hands of the Greensinger Druids.
Metal Guy quickly slid down the ladder (stumbling at the bottom when he tried to tumble off it) and inspected the surroundings. A metal walkway surrounded the room, with the warehouse floor thirty feet below. In the center a magically powered crane grabbed onto a crate and sent it flying towards him. The crate smashed into him slamming him against the wall. As he recovered he found himself under attack by gnolls. Baqar, with regret, left Fluffy behind as he slid down to assist Metal Guy while Quarion and Jory made use of missiles and magic.
The battle was going reasonably well for our heroes. Metal Guy got to show off his martial expertise, goading one gnoll on. However, at that point a wizard with a voice like a gecko with a sore throat, joined the battle. From the safety of the southern control room, protected by portcullis. A sleep spell sent Jory falling fifty feet below. Quarion climbed down to join the melee with gnolls. Jory barely had time to get up when a gnoll nearly decapitated her. Quarion and Baqar realized they could afford to wait to patch her up – such was their healing experise (either that or they were so involved in the battle they forgot to help her out.) Arrows flew. Eerily accurate crossbow bolts were fired by the wizard. Crates slammed against the balcony. While Metal Guy fished his friend Axel out of the crate grasped by the crane Quarion and Baqar finished off the wizard in a flurry of magic missiles and arrows, Baqar using one of his precious magic arrows.
Our heroes quickly evacuated by the service entrance they came in. As they emerged from the sewers a messenger delivered a note from Caatar – it warned them to seek shelter – House Boromar had sold them out to a halfing tribe from the Talenta Plains – apparently they felt they had claim to Fluffy. He also provided Quarion with the wizard Tiren Calave’s spellbook (the wizard they fought – he would have no need for his tome any longer). With that in mind they decided to rest and recuperate at Metal Guy’s Cliffside dojo.
Treasure
Tiren had quite a bit of good stuff –
- Probably of greatest interest was his spellbook.
0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message,
Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of
Fatigue;
1st -- Alarm, Endure Elements, Mage Armor, Magic Weapon, Ray of
Enfeeblement, Reduce Person, Shield, Sleep, True Strike;
2nd -- Arcane Lock,
Melf`s Acid Arrow, Obscure Object, Protection from Arrows, Spider Climb, Web;
3rd -- Dispel Magic, Nondetection. - Two bottles of alchemist’s frost (like a bottle of dried ice – a nice grenade) (25 gp each)
- A +1 magic light crossbow (yay, a magic weapon! – worth 2335 gp)
- 235 gp. Assuming you are spending 100 gp of it to get access to a 100 gp pearl to use Quarion’s identify spell to figure out what magic he had, so 135 left.
- A portion of cure light wounds (50 gp – he had two but drank one)
- Two scolls of nondetection (wizard spell, worth 425 gp each – good for blocking the location of someone from scrying…)
- He had two scrolls of true strike but used them both…
Experience
- Tiren was a fifth level wizard, Challenge Rating 5. Worth 1800 experience points.
- There were six gnolls, each Challenge Rating 1. Worth 1800 total.
You earned a total of 3600 experience, or 900 each. Total experience earned each is 7261. More than enough for 4th level. 5th level is at 10000.