After a harrowing encounter with the Vampire Servitor and knowing that there was yet another that was even stronger and needed to be defeated, we decided to seek and edge against the nightwalkers. The notes we found in the house detailed a cave where trapped sunlight can be brought to weaken the beasts.
We traveled east from the rotted farmhouse and noticed a likely candidate for our cave of interest.
This was no abandoned cave. We were met with carved stairs and pillars inset with jewels and a corpse adorned in a purple robe
Noticing that the jewels were annoyingly secured, and undoubtably trapped with magic somehow, we continued on.
Huzzah! we found a corpse wearing the robes of the order of the unforgetting! An order dedicated to exploration and the preservation of knowledge. I've been looking for signs of these people since the reckoning. now we just have to get in to see if their library is in tact, though this cave may have been used as a containment facility of some kind. Hopefully whatever is being contained met the same fate as the corpse at the door.
The pillars are a test of some sort. Several sets of magical pillars awaited us. crossing them triggered a magical response; Fire, salt water filling our lungs, poisonings and finally, blindness. I have disabled those traps.
We passed through with difficulty, but alive, into an alter of Narvok, one of the five. Shockingly, a great sword of Narvok was smashed into the alter, cleaving it in two. Clearly, some kind of rebellion/coup happened here. Suffice to say, this was some kind of temple to Narvok and not, as I had hoped, an outpost of the order of the unforgetting. It seems that the corpse was a hapless adventurer who succumbed to the tests while exploring.
After the pillars, a phantom warrior appeared and called us heretics. Without waiting for any elaboration, our champion rushed in and hit it in the face.
After the mele, which almost claimed Alphonse, we searched the rest of the cave and did not find any sunlight. our main mission has been unsuccessful.
It was not a total loss, the great sword stuck in the altar has a magical effect that seems to ground the wielder to the ground, making them sturdy against anything trying to move them, as well a a small sum of gold pieces.
Searching the body of the poor adventurer, I found notes about ruins to the north, that we may have already found, but noted for future, as well as a magical, glass eyeball with two crystal eyras' on either side that gives different effects depending where you carry it. It can cast light no mater where it is.
What's time gonna do? Catch me?
-Kieran Oifey, Running head first into a stun trap he mistook for a slow trap.
After a close encounter of the Vampire kind, we set out further east in search of a weapon that could abuse their weakness to sunlight. Seems like we didn't quite find our intended destination, as we instead came across a old ruin belonging to Narvok of the Five.
The structure, (Which we would later deduce was a trail chamber for Narvok's chosen to prove their willpower and resilience) was lined with black-stone pillars radiating magic, and running parallel to a set of stairs. leading deeper in.
Lacking in appropriate tools to circumvent the trap, I decided to trade my well-being for information my companions could use to circumvent the obstacle. Trusting in the integrity of my armour, I ran head first into the trapped chamber. The first pillars set our armour ablaze. The second pillars attempted to conjure saltwater directly into our lungs. The third pillars stunned and poisoned us, mostly likely trying to keep us stuck in place and withered to a slow death. The fourth and final pillar blinded any who crossed it's threshold.
Figuring that the less time spent between each threshold, the safer we'd be, I kept charging full tilt down the stairs, arriving mostly intact at the bottom.
The heart of the chamber was a site of desecration. An altar to Narvok was demolished, a greatsword bearing Narvok's own sigil embedded deep into the stonework, with the tapestry shredded and tattered. I have two theories as to what transpired here. Either an adversary of Narvok's sent an agent of theirs to demolish this shrine as a declaration of war. or an Oathbreaker of Narvok's was unhappy with their loyalty to their god, and they lashed out in recompense. In either case, the building was desolate.
I drew the sword from the altar hoping it might disable the traps, but with no such luck, my compatriots were forced to also brave the tests of resilience. But before we could all reach the bottom, we were attacked by a phantom claiming to guard the sanctity of the test.
Much to my frustration, the phantom was unphased by my attempts to heckle it. I barely registered as a threat to it!! It kept harping on about "heresy" this and, "You didn't pass the trial" that. Honestly, I was pretty insulted! For a guardian of adversity and willpower, it didn't seem too interested in going toe to toe with the only one who actually passed the test! Well the jokes on it. As it kept ignoring me to beat down on my allies, it found itself getting beaten to undeath with the very sword it was probably supposed to be guarding.
After licking our wounds and properly disabling the traps from the inside, so that no other explorers would find themselves dead at the hands of a deceased god's petty hazing ritual, we pilfered a magic sword that renders the user immovable, and a crystalline eye that thwarts attempts to hide from the wielder. We then set back out for camp to regroup and plan our next outing.
According to Ravyn Dreth
We passed through Metalinum where the Night lord has set up his domain, thanks to the peace brokered, and began exploration in the plains west of the mountains.
Trekked north along the unnatural mountains and quickly discovered what looked like an entire village looming in the distance. Most likely it was to supply metalinum before the cataclysm. Rotted and empty fields awaited us and it seemed completely abandoned. Not even the undead servants were seen either on the trek or in the city.
I spotted some tracks of at least two fresh trail. The place is in active use by a small party, though the tracks lead further north of the village instead of south back to metalinum. Working theory: there may be another organization out there.
Upon approach, 4 of the scattered corpses reanimated. We had things handled until the doors of a nearby barn splintered apart and an undead giant charged us.
Two of us went down, but we all survived the encounter.
After healing, we gingerly (and, in this reporters opinion,) foolishly continued into the main house.
It was pitch black, but with the help of a light spell we found what can only be described as an ancient and vicious crime scene. Several skeletons look like they were brutally ripped apart in animalistic fashion.
A voice roared at us, playfully questioning if more "guests" had arrived.
With pants soiled anew, We braced for combat.
A vampire Servitor greeted us and immediately tore into us. Caught off guard, we scrambled to either get us to the sunlight or get the sunlight to him.
It was a tough battle again, but we killed the vampire and his ghoul aide.
Finding the notes of the aide, we discovered the identity of the vampire, (Thorvald Karlson, Spawn Lord Carrel) Killing this enemy may earn us even more favor with the dread king of metalium
We also gained some descriptions of the surrounding areas. A cave to the east, a camp to northeast.
According to the notes, it seems that even these creatures fear the north
Went north west from the eastern ruins of Metilineum and as soon as we left the unnaturally snowy mountain scars of the devastation of Metilineum and the hold of the Night-Lord we found the remains of a decimated farmstead surrounded by palisades.
Found tracks, one set light on their feet, one set much heavier leading into the farm house. There were many corpses laying in front of the house, a variety of mortal races. The stable has no doors, and is completely dark.
The corpses sprung to life and shambled upon us! The undead creatures attacked immediately, our animal companions warning us that something was up, along w/ the detect magic from Kieran.
A short yet overwhelming victory was then had, with Kieran immediately deflecting the skeleton's scimitar off his armor before reducing their skull to dust w/ a shield bash. The rest being put down by Bear and Kieran
While the first few undead were easily dispatched as we (re)killed the last ones, a giant skeleton burst from the stable and gored Garu, shaking him. Merrick responds by dashing through his legs and lashing out w/ Velora, smashing into the skeleton, but piercing cleanly through its ribs.
After defeating the giant the party rested and recovered, spending some time tending to the critical wounds made from the giant skeleton.
As they entered the house their host made himself known, Thorvald. He quickly took to the attack attempting to grab and restrain and drink the blood of any who came near to him, descending into the bloodcraze as mortal surrounded him.
Bjarnie, his liege-servant emerged from the darkness to support, but was quickly crippled by Jade-Ro the tiger who'd been enchanted by Otven w/ runic claws and jaw.
Alphonse damaged the ceiling along w/ Otven hoping to let in sunlight that would slow the vampire, while Merrick, Velora, and Kieran fended off the Vampire and his ghoulish servant. Ravyn's bear wrestled back against the vampire and was able to support Ravyn while he fired bolt after useless bolt, each smashing against the vampire's stone skin.
After the sunlight broke through from Alphonse's second flame, and a flurry of attacks from Jade-Ro and Merrick swinging Velora Thorovald was beaten back and Bjarni his ghoul destroyed. Thorvald, in the rush tries to escape, sprinting out of the fight is stopped by Ravyn's crossbow bolt in the back.
- Otven To
Date: 06/12/02 PF
Answering Zoraviel's call, a party gathered and set out with hopes of driving out the bandit presence east of the city. After passing through Helleron, a group of farmers on horseback approached the party. They had heard tell that the Stray Dogs were mustering a raid on their farmstead and sought aid from the party and any other adventurers they could find in fighting off the bandits. The party agreed to help the farmers in their plight and while they succeeded in protecting the farm, the patriarch of the farmers, Matani, was attacked by his own son who had joined up with the Stray Dogs and both father and son fell during the conflict.
As the odds turned against them, the last few bandits turned to flee but were pursued and captured by the party. The bandits revealed little more than a general direction to the monastery they called home during questioning, but in a moment of religious camaraderie they were spared and set free by Morrigan. Acting on what little intel was available, the party left the now bloodstained farmstead for the monastery.
Having fashioned disguises from the fallen bandit's clothing, the party snuck into the monastery, eventually reaching a cathedral at its heart. Within, the party were confronted by three figures, a white-haired disciple of Laianath, an elven mage, and a warrior by the name of Belgrad. Zoraviel treated with the priest, who returned the mark that had been placed upon the Stray Dogs before offering to give the party the relics desired by the Cult of the Eternal Sun. The warrior Belgrad bristled at this offering, but the priest made good on it and handed over three gilded scrolls. Leaving the party with the message that it was Belgrad's time, the priest and mage teleported away and the cathedral erupted in combat.
In a brief but harrowing encounter, the party discovered that Belgrad bore the curse of lycanthropy. A curse which he threatened to pass on to all those he bit, including Morrigan and Terra. Ultimately, the party prevailed over the enraged warrior before making a quick retreat from the cathedral, having acquired the relics they needed. On the return to Ariminium, the party debated at length what to do with the scrolls, but ultimately they chose to give them over to the cult, though perhaps not with any enthusiasm.
Experience: 360xp/player
Gold: 35gp
| Item | Level | Value |
|---|---|---|
| Squire's Tabbard | 2 | 25gp |
| Portable Altar | 3 | 25gp |
| Faith Tattoo | 4 | 80gp |
Total Value: 165gp (27gp 5sp/player)
Date: 06/05/02 PF
Following the directions provided on a previous visit to Metellinum, a party returned prepared to entreat with the vampiric lord of the city in exchange for the inks and other materials needed to restore the archives of Ariminium. After a brief, violent reception, the party was greeted by Lord Edward Carrell who offered them the opportunity to partake in three trials in exchange for the materials they sought, as well as other boons the lord offered. The party quickly completed the first trial, solving a puzzle to earn the requested materials. The second trial was another puzzle which proved more challenging but was ultimately bested and the party was rewarded with a substantial amount of loot from the Lord's vast wealth. The third trial promised combat with the Lord's son and his retinue in exchange for even greater wealth and unique "gifts" only an undead lord can provide. Though tempted, the party ultimately decided to quite while ahead and returned to Ariminium, leaving the third trial to be completed by another group of adventurers seeking wealth, glory, and necrotic power.
Experience: 400xp/player
Gold: 81gp
| Item | Level | Value |
|---|---|---|
| Alchemical Gauntlet | 1 | 10gp |
| Hand of the Mage | 2 | 30gp |
| Lock (average) | 3 | 15gp |
| Striking Rune | 4 | 65gp |
| Slick Rune | 5 | 45gp |
| Item | Level | Value |
|---|---|---|
| Comprehension Elixir (lesser) | 2 | 7gp |
| Bronze Bull Pendant | 2 | 7gp |
| Colorful Coating (green) | 3 | 10gp |
| Colorful Coating (orange) | 3 | 12gp |
| Darkvision Elixir (moderate) | 4 | 11gp |
Total Value: 293gp (55gp 6sp/player)
Date: 04/24/02 PF
At the behest of Captain Seneral, the party gathered in Helleron to aid the legion in laying siege to Castle Helleron in hopes of finally driving the Sanctarum tribe from the city. Taking advantage of the chaos created by the Legion’s charge, the party made their way into the castle and secured the great hall. Within, they recruited the assistance of a Hakzin named Horse and Gardens who agreed to break the magical seals protecting the ritual chamber so the party could enter and free the tribe from their current leader, Savage Locust. Before she could break the seal, however, the party had to scavenge materials from across the castle, dealing with both a vengeful spirit and several more Hakzin in their search.
After Horse and Gardens broke the seal, the party entered the ritual chamber within the castle’s chapel and fought Savage Locust and her loyal thralls. Throughout the fight, Savage Locust called upon hellish forces to empower her minions and even bring them back from death, seemingly drawing her powers from a trio of floating obsidian stones. Upon her death, her minions vanished in swirls of red and an obelisk made of the same obsidian material and etched with Cthonic text burst from her chest. Making contact with the object in an attempt to take a rubbing of the carvings, Ianthésmyne disappeared in a swirl of red energy. Despite their injuries, the rest of the party leapt after Myne, finding themselves in a chapel similar to the one they left but bathed in red light filtering through the windows. Within the chapel was a goat-like demon who briefly entertained a conversation with Eleanor before combat broke out. Not fully recovered from the fight with Savage Locust, the party struggled against the demon, doing their best to hold out for a chance to escape. Mercifully, the doors to chapel began glowing with golden light after a short time and the party could hear the voice of Horse and Gardens calling them to flee while she holds open the way back. Though the party managed to escape the demon, the black obelisk remains in the heart of Castle Helleron, perhaps awaiting a more prepared group of heroes to purge it once and for all.
Returning to Captain Seneral, the party reported their success and the Legion began preparations for the next steps of restoring the city. In the wake of Savage Locust’s death, Horse and Gardens took command of the Sanctarum tribe and promised to return them to their traditional ways of life out on the plains.
On the return to Ariminium, the party heard rumors from local farmers:
Experience: 380xp/player
Gold: 47gp
| Item | Level | Value |
|---|---|---|
| Trusty Helmet | 2 | 30gp |
| Staff of Fire | 3 | 60gp |
| Item | Level | Value |
|---|---|---|
| Bestial Mutagen (lesser) | 1 | 4 |
Total Value: 141gp (35gp 2sp 5cp/player)
Launch Date: 04/07/02 PF
Return Date: 04/17/02 PF
The party ventured out along the old cobbled road to the north in search of the city of Mettelinum and its archives. After two full days of travel, the party encountered Gatius, an orc who served Isael during the reckoning, camping in the shadow of a solitary tree in the expansive planes. After The Wall agreed to and won a duel against the veteran, the party was granted access to his camp for the night.
The next day, the party stumbled across a trail branching off the main road leading to a heavily fortified farmstead. Avoiding the numerous pit traps along the trail, the party approached the farmstead and were greeted by the husband and wife who live there. While the couple was reluctant to grant entry to strangers, they shared rumors of goings on in the north and promised to open their gates to travelers should the party deal with a pair of Tatzlwyrms who had been terrorizing the area. The party agreed to these terms before returning to the main road and continuing on their way. After another day of travel, the party found the Tatzlwyrms’ lair and defeated them, fulfilling their end of the deal.
Early in the fifth day of the journey, the skies ahead filled with thick, dark clouds appearing like a wall on the horizon. Travel onwards lead into raging blizzards and snow-covered wastes. Knowing Mettelinum was near, the party pushed on despite the cold, their tenacity quickly rewarded by the sight of walls and ruined buildings in the distance. Making their way into the ruined city, rent asunder by a vast mountain range carving through its center, the party was ambushed by an undead butler who preferred to speak on behalf of the Lord of the city. The butler, easily identified as a vampire, told the party to return to the city prepared to offer themselves to the Lord of Mettelinum and in exchange they may find he is amicable enough to part with some of the contents of his sanctum (the archives the party initially set out to find). He then ushered the party out of the city, revealing that his presence was holding dozens of other much hungrier undead at bay.
Experience: 260xp/player
Gold: 17gp
| Item | Level | Value |
|---|---|---|
| Pieces of Bastion Plate | 2 | 33gp |
| Item | Level | Value |
|---|---|---|
| Eagle Eye Elixir (lesser) | 1 | 4gp |
| Scroll of 1st-rank Gust of Wind | 1 | 4gp |
Total Value: 58gp
Launch Date: 03/??/02 PF
Return Date: 04/04/02 PF
Responding to a request for aid from Captain Senarel, acting commander of the Legion presence in Helleron and leader of the efforts to reclaim the city, the party arrived in Helleron on 04/01/02 PF. The party met up with Sergeant Pallia in the southeastern quarter of the city where they were instructed to infiltrate an armory and foundry held by the Sanctarum Hakzin tribe in an attempt to reclaim the Everburning Flame within.
The party successfully broke through the Sanctarum’s defenses and fought their way through several Hakzin guards to reach the foundry’s heart. The Hakzin fought with a violent fervor, the result of regular consumption of demonic blood that had turned them into loyal thralls with no sense of self-preservation. At the foundry’s heart, the party encountered Irnonak, right hand of the demon lord of Helleron and the priest maintaining the Everburning Flame within the armory. After defeating Irnonak, the party was able to claim the Everburning Flame and narrowly escape the armory as it collapsed around them.
Experience: 480xp/player
Gold: 85gp
| Item | Level | Value |
|---|---|---|
| Half-Plate | 1 | 18gp |
| Silver Shield (low-grade) | 2 | 34gp |
| Flaming Star | 3 | 55gp |
| Staff of Fire | 3 | 60gp |
| Item | Level | Value |
|---|---|---|
| Blight Bomb (lesser) | 1 | 3gp |
| Spear Frog Poison | 1 | 3gp |
| Savior Spike | 2 | 7gp |
Total Value: 265gp (44gp 1sp 6cp/player + 4cp)
Launch Date: 03/18/02 PF
Return Date: 03/24/02 PF
Party traveled east following the southern bank of the river for about 12 miles before veering south to continue their travels on a road running parallel to the river. On the road, the party encountered a group of four bandits belonging to the group known as the Stray Dogs, avoiding violence by surrendering some food and a handful of trinkets.
After another day of travel, following the road as it turned southeast, the party found the outskirts of the ruined town of Helleron, the western quarter of which appeared occupied by the Ariminium military. Taking shelter in a ruined building, the party was attacked in the night by a Kholo scouting party bearing an insignia depicting a hand with 3 rings pierced through the palm. The next day, the party spotted a warband flying banners with a simliar insignia occupying the central portion of the town.
Leaving the town following the road further east, the party eventually stumbled across an agent of the Nocte Pallia who warned that continuing on would lead to swamps and offered to procure a ferry across the river. The man also shared that farmland, windmills, and poachers could be found north of the river, the Stray Dogs operated out of a base somewhere further south, and the military presence in Helleron was being led by an up-and-coming captain looking to prove himself by holding back the Kholo warband (seemingly successfully thus far).
Following the man's advice, the party turned back and began working south in search of the bandit's camp. Before traveling too far, however, they encountered a man traveling by cart along the road, having been displaced from his home by the bandits. He shared rumors that the Stray Dogs were holed up in a former Yamman monastery somewhere southeast of his home, which was itself about a days travel south by southeast from Helleron. Taking stock of remaining supplies, the party decided to accompany the man and protect him from the dangers of the road on the way back to Ariminium.
Experience: 270xp/player
Coin: 15gp
| Item | Level | Value |
|---|---|---|
| Sanguine Mutagen (lesser) | 1 | 3gp |
| Item | Level | Value |
|---|---|---|
| Cold Iron Chunk | 2 | 10gp |
Total Value: 28gp (5gp 6sp/player)
Date: 03/08/02 PF
Party delved into the sewers and waterways beneath the city in the Old Quarter, following directions of contacts from the Nocte Pallia. After evading a dangerous abomination while navigating a maze of tunnels, the party emerged into an old shelter connected to the subterranean canals. Exploring the connected rooms and passages lead to a confrontation with hollows in an abandoned storeroom. After besting the hollows, the party found the body of a Nocte agent carrying an override shaft marked with a flame, though the contacts denied any foreknowledge of their fellow agent's presence. Further explorations uncovered a locked passage to further canals, extensive catacombs behind a vault door unlocked with the override shaft, and the abandoned smugglers' den the party had been tasked with securing. Before returning to the surface, the party investigated the chamber before the catacombs, finding documents indicating a growing sickness among the former inhabitants of the shelter, forcing significant chunks of the population and their dead to be moved to the western burial grounds. Amongst the documents was also a bronze disk marked with a fire symbol akin to the one on the override shaft, as well as the motto of the Ordo Operum Publicorum etched on its reverse.
Experience: 230xp/player
Gold: 28gp
| Item | Level | Value |
|---|---|---|
| Half Plate | 1 | 18 |
| Item | Level | Value |
|---|---|---|
| Alchemist's Fire (lesser) | 1 | 3 |
| Antiplague (lesser) | 1 | 3 |
| Silver Transmuting Ingot | 1 | 3 |
| Healing Potion (minor) | 1 | 4 |
Total Value: 59gp (9gp 7sp 3cp/player + 2cp)
Launch Date: 02/20/02 PF
Return Date: 02/28/02 PF
Party delved into the Bonechime Cave seeking to rescue the captured merchants of The Copper Finch from the resident goblin tribe. The goblins, later identified as the Ironshriek Tribe, had been press-ganged into service by an orc paladin of Yamma named Okkai who had gone mad since his god's death. After fighting through the cave, the party confronted and ultimately defeated Okkai, freeing the remaining goblins from his rule. The party was also able to rescue the majority of the merchants, though four had unfortunately already been killed and eaten by Okkai in what appeared to be a perverse attempt to restore his god. Informing the remaining goblins of Okkai's death, the party was permitted to leave peacefully and with the stolen cargo in tow, in exchange for a promise that the Ironshriek's would be left alone going forward.
Experience: 495xp/player
Coin: 28gp + 20gp bounty for rescuing merchants
| Item | Level | Value |
|---|---|---|
| Predictable Silver Piece | 1 | 3 gp |
| Cloak of Feline Rest | 1 | 20 gp |
| Sleigh | 1 | 50 gp |
| Full Plate (broken) | 2 | repair for 15 gp |
| Hand of the Mage | 2 | 30 gp |
| Handwraps of Mighty Blows (+1) | 2 | 35 gp |
| Item | Level | Value |
|---|---|---|
| Runestone (blank) | 1 | 3 gp |
| Glue Bomb (lesser) | 1 | 3 gp |
| Drakeheart Mutagen (lesser) | 1 | 4 gp |
| Blood Sap | 1 | 4 gp |
| Potion of Retaliation (minor) | 1 | 4 gp |
| Hunter's Bane | 2 | 6 gp |
| Oil of Potency | 2 | 7 gp |
Total Value: 232gp (58gp/player)
Launch Date: 02/11/02 Post-Fall
Return Date: 02/17/02 PF
Party traveled south along the coastline in search of the missing merchant vessel, The Copper Finch. Approximately 12 miles south by southwest, the party stumbled across a seemingly abandoned fishing village. Upon investigating, reanimated corpses of the former villagers attacked the party but were defeated with minimal injuries incurred. Further investigation indicates that the village was attack by a heavily armored servant of Narvox or possibly Marzak, who slaughtered the villagers and desecrated their shrine to Isael. No evidence of necromantic magics were found; the party then performed the appropriate funerary rites for the 14 villagers and re-consecrated the destroyed shrine.
After another day and a half of uneventful travel, the party discovered the wreck of The Copper Finch in a shallow tide pool almost 30 miles south, likely struck by a storm. Though thoroughly destroyed and picked clean of anything worth recovering, the wreckage showed no signs of hostile activity. The ship's manifest confirmed the expected crew and cargo had been on route to Ariminium before the wreck. Two sets of footprints trailed inland from the wreck, one assumed to be the surviving crew, the other appeared goblinoid and was lead by a larger creature, perhaps an orc. Following the tracks, the party discovered a cave leading into a stony ridge formed around the edge of an apparent impact crater. The tracks lead into the cave, identifiable by the bone chimes strung up around the mouth, and all available evidence suggests the crew and cargo of The Copper Finch are being held captive by a goblin tribe at least a dozen strong.
Running low on supplies, the party returned to Ariminium with what intel they could gather in hopes of launching a dedicated expedition into the cave to recover what remains of the Finch.
Desecrated Fishing Village (cleared) - approx 12mi SxSW along coast (4 hexes/1 day)
Wreck of The Copper Finch (cleared) - approx 30mi S along coast (10 hexes/2.5 days)
The Bonechime Cave - approx 39mi S (13 hexes/3.25 days)
Experience:** 200xp/player
Coin: 22gp
| Item | Level | Value |
|---|---|---|
| Manacles (simple) | 1 | 3 gp |
| Ring of Discretion | 1 | 15 gp |
| Item | Level | Value |
|---|---|---|
| Runestone (blank) | 1 | 3 gp |
| Nectar of Purification | 1 | 3 gp |
| Flare Snare | 2 | 5 gp |
| Crying Angel Pendant | 2 | 7 gp |
Total Value: 58gp (11gp 6sp/player)