After session 3 the party are 100gp each richer.
Miranda also acquired a standard steel dagger that Trucy mislaid.
As for Lavinia's offer of employment, PCs can either enjoy a Wealthy livestyle out of her pocket for as long as the situation remains, or receive their 100gp on a monthly basis to save up or whatever.
I'll stick to the average lifestyle, and save up most of it.
A true adventurer does not live in decadence! That's what my father told me. I'll start looking for a proper house to fit my AVERAGE lifestyle since I can't just stay at an inn like a homeless person.
I'm too poor to afford a decent place with all the modern conveniences! I guess I'll have to settle for finding a house in which to live an AVERAGE lifestyle. My father would be so disappointed, but I need the money Lavinia offers for other things. New income streams required!
More vespene gas is required!
Seriously, Miranda is used to selling what skills she has(and occasionally her body) to get by. She's lived poorly for years, so this 100g is a huge thing for her. The fact that she'll get that every month has left her completely speechless on the subject. I don't know if I properly conveyed that or not.
All in all, Miranda's a happy girl. :D
100gp for Rat for asking Lavinia for an advance on his salary.
Bass Rock loot
Since you have lots of time I can assume an inventory is done of the loot while waiting for the tides, counting up the coins and gems in the sacks and chests and picking up the slate magic gem, which reveals a little slip of paper underneath identifying exactly what it is. GP prices listed are sale prices.
Masterwork silver dagger - 160gp
Masterwork dagger - 150gp
Potion of Invisibility - 125gp
Wand of Mage Armour, CL 1, 11 charges - 165gp
Earth Elemental Gem - 1,125gp
Gold ring - 120gp
Silver sextant - 200gp
Golden compass - 180gp
Jade Coffer - 240gp
500gp
5,500cp (55gp)
1,500sp (150gp)
Assorted gems - 400gp
As I understand, the copper and silver coins aren't being taken, so don't count 205gp out of all that.
That's +2k, not counting magical stuff. So +500 for all of us. The rich get richer?
On the topic of getting richer, let's stick to the cash and gems for now. We don't know if/when we'll need a silver dagger, and it's not so overwhelming we have to sell it for the cash. The items like the compass and what not might yet prove relevant, so let's hold onto them for now. And the magic is good for us.
-400 on diseaseremoving
Hunting Trip Loot
Giant Orb Spider Venom, 3 doses - 1,050gp
Injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save.
Giant Orb Spider Head (mutilated) - 0gp
100gp each for Henrietta, Glenn, and Miranda from Lavinia's monthly wages.
Bookkeeping: First, let's say we each pay 100gp for the disease removing thing.
My cash: +500gp from selling stuff, -100gp for my part in removing disease, +100gp monthly wages from Lavinia, -60x2gp lesser restoration, -10gp CLW
I'll get a noble's outfit and 125gp's worth of jewelry for a rainy day, totaling 200gp?
Rat, you mentioned splitting the cost on the restorations?
I said I'd pitch in half, so.
Unrelated, but I'm buying fancy clothes, too! I'll look very dapper in my sleek, urban suit, like a proper english highwayman. (-150gp)
Adjusted, along with skills. Thanks~
-60gp (40 for taxidermy, 20 for glass)
-16gp (2gp x 3 daggers, 10gp silk rope)
2 daggers to Trucy, one for myself, just in case. And some extra rope, complete with knots for easy climbing.
Lucie gains +20gp for getting a job with Lavinia.
-40g for poisons
Rabbani's Eye-Scream Special - 150gp
Inhaled Poison, DC 12, takes effect immediately and inflicts blindness, one save is made every round for 6 rounds until it wears off, two successful saves end the effect.
Please state who's carrying it since it was a group purchase. If anyone wants antitoxin it's in the SRD, so just buy what you want there and post it here.
-30gp for the Eye-Scream Special~
-30 gp for the poison.
Henrietta can carry the bomb since she's so confident of her resistance.
I'll carry it if Myra isn't. I know how to handle poisons anyhow and can't poison myself accidentally.
and -30gp as well from me. I'll chip in some money if someone wants antitoxin too.
I'm going to finally upgrade my living conditions to something more suited to the lifestyle I'm trying to lead! That is, from my puny 3gp/month ditch-based lodging style to 100gp/month townhouse-based lodging style.
I'm staying with my 10gp/month lifestyle, which is the proper adventuring lifestyle as everyone knows. Knowing the address for my house would be nice, though~
Rat, pick a district. For that matter, Glenn and Miranda (assuming she has a favourite alley) should as well, so I can firm up where everyone actually lives.
I'll spring for a joint in the Merchant District, I think.
Henrietta has a narrow two-storey house on number 4 Wall Street, close to the Azure harbour and built directly adjacent to the city wall. It's one of the nicer parts of Azure, but things hemmed in as they are there she can throw a stone from her window to hit a ruffian in one of the worse parts with ease. Her landlord is Lord Islaran.
Rudy manages to find himself a nicely appointed house on Festival Street, close to all the amenities and pleasures available in the thriving heart of Salerno, and with his monthly upkeep it's obvious he won't be shy about partaking in them. His house is about three times bigger than Henrietta's and has a prime location. His landlord is Lady Arabani.
Alas, there's no time for that right now! There's work to be done!
-20gp for the tender loving care of the Davey Jones fangirl~
Suggestion to buy 2 CLW potions. 100gp total, split 4 ways (excluding Miranda) that comes out to 25gp for everyone. Any objections? If it all goes smoothly, two people who are not Glenn should each hold one for a last resort.
Sure, will take other potion.
Treasure in the Lady's Chambers
Bookshelf to the North:
Assorted books (adventure stories and erotica) - No particular resale value
Onyx Styx hound statuette (posed mid lunge with fangs bared) - 100gp
Alabaster succubus statuette (posed standing with wings around body and arms raised) - 350gp
Silver unicorn statuette (posed rearing up on hind legs) - 500gp
Assorted stuffed animals (small snakes, large spiders, a single prodigious mouse) - No particular resale value
Jade jewellery box - 50gp
7 silver and gold chain necklaces and bracelets - 300gp
Iron jewellery box - 10gp
8 silver and gold rings with assorted gemstones (sapphires, emeralds, rubies) - 400gp
4 pairs of earrings (jade, pearl, gold, silver) - 200gp
Wooden Cupboard
3 Ladies Courtier's Outfits - 90gp
Ladies Noble Outfit - 75gp
Scandalously cut robe of shimmering lavender silk - 300gp
Dressing Table
20x assorted perfumes - 200gp
2x Exotic Elven Perfume - 200gp
1x Aphrodite's Dew Perfume (6 doses, the intoxicating scent grants a +10 bonus on diplomacy and bluff checks for 1 hour) - 1,200gp
Bed
Assorted letters from Vanthus, mostly racy love letters but with a few things that jump out as important...
Letter dated a month and a half ago:
"...My parents have grown soft. I'm not worried in the slightest that they suspect anything, my delicate flower. The funds you've trusted me with have been more than enough to pay off the local guards, the harbour watch, and the ship's crew to say nothing about the new cargo. Hades, they even offered to help load the barrels! Of course I didn't tell them what was inside - I'm sure they'd sing a different song if they knew just how much alchemist's fire we loaded into the hold of my father's new plaything. I'll be following the ship's progress for a few days to make sure the fire does the trick, so you'll not be seeing me for at least half a week. Keep your bed warm for me!"
Dated six days after the last letter:
"...It's unbelievable! Sure, she's the eldest sibling, but she knows nothing of life! She's spent the last half of her childhood in Thanallar learning how to fold napkins and play the violin for Hades' sake! It just goes to show you how insane my parents really were... leaving everything in her care like that! Whatever. She'll need the house to live off of, I suppose. Lavinia's not a bad lass, really... I kind of miss our time together, to tell the truth? Think she'd be interested in joining the Lotus? I doubt it... And anyway, a second Vanderboren tragedy might get too many people curious. For now, whatever's in the vault will have to do..."
Dated last week:
"I wish I could have seen their faces when I closed the door, my little dragon... they must have been so eager to follow in Penkus's footsteps! Lavinia's never going to get anywhere hiring fools like them. I wonder if they've even found the old bastard, yet? Hope they don't die too quickly.
"In any case, onto the real reason for writing. I got word from Brissa that she's got a line into the Collective, and she sent back a chart as well for safe navigation - I've drawn a copy on the back of this letter so you have a backup. There should be a juicy cargo arriving in the next week. I'll go down that way to join her on the pretext of making a deal with the pirates, get their guard down, then when they're not expecting it we'll light their ships on fire! It'll be simple enough to pluck the treasure from the water once all those fools are dead. More than enough to make up for what we lost when Lavinia inherited rather than me.
"I'll tell you... burning people to death on their own boats? It's the best way to make money yet. Wish I'd thought of it years ago!"
North Chest
Assorted coins and jewellery - 5,400gp
Northeast Chest
Nothing!
East Chest
Huge amount of gold and gemstones, neatly arranged in silk bags with an eight pointed star stenciled on - 8,600gp
Treasure on the Lady:
Rapier +1 - 2,000gp
Masterwork Chain Shirt - 250gp
Broch of Shielding (mithral kite shield, 96 points left) - 1,440gp
Not strictly loot, but all PCs get 1 action point for having saved the albatross.
edit: and by action point I mean hero point.
Loot from the Steadfast Red
3 potions of cure light wounds (3 expended)
84gp
Ship's log (given to Arabani)
Navigation charts (given to Arabani)
From Alchemist Lab
Potion of Speed by legendary alchemist (consumed)
Potion of Intelligence by legendary alchemist (consumed)
Potion of Strength by legendary alchemist (consumed)
2x potions of lesser restoration - 300gp
Journal of pirate alchemist
- The entries detail the discoveries and research of one Leemo Varand, alchemist of the Collective. Seemingly once an apprentice apothecary in Zameina, he was enraptured by the dogma of the Collective and eagerly joined up after hearing tales from a recruiter of the grand struggle against the entrenched elite, although since then settled into a happy routine of studying strange flora encountered by the wide-ranging revolutionaries. The last entries detail a prodigious haul found on an Isernian ship sailing from Jovar, work of the legendary alchemist Zon Akuma - several are draughts that infuse the imbiber's vitality and expand his mental horizons (he laments that a number were guzzled by foolish comrades before the last handful could be preserved for study) which he's been tasked to study in hopes of replicating, but the most fascinating was a crystal filled with strange writhing substance that is neither liquid nor gas, but something strangely inbetween. He theorises that it could be a key to unlocking vast hidden potential within ordinary humans or dwarves, or potentially the secret to immortality itself. Or admittedly perhaps an insanely virulent and deadly poison. Unfortunately because he could not make any clear conclusions, Comrade-Captain Poirot is going to take it to Tanagra where more learned alchemists could study it - this is according to the last entry dated two days ago.
From the caves
Pickpocket's Bustier - 1,500gp
This well made and scanty piece of armour functions as Studded Leather +1 for defensive purposes, and also grants +2 competence bonus on sleight of hand checks.
Masterwork Battleaxe - 300gp
Griffin Reef Prison Logbook (given to Arabani)
From Vanthus
Potion of Cure Serious Wounds - 750gp
Vanderboren Signet Ring (given to Lavinia)
I'd like a legendary, possibly mutative potion. Strength is more my thing there, though I could settle for Speed as well. I'd wait till we make landfall and an alchemist vets it as being safe/a cleric is on hand in case it does horrible things to me.
That aside, any objections?
Nah. I'll put a foot forward for the potion of Speed, though, since these things aren't exactly flying off the shelves.
We never divided gold from the lair, right?
We never did because you all insisted that the Cid do it despite Cids having a long history of laziness.
I figure Glenn takes the INT potion since it looks like he actually needs INT for stuff unlike the rest of us.
Unless he mutates into a tentacled monstrosity and gets booted off the boat.
-325gp for 7 days of sailing and 1 day of hazardously hanging around Griffin Reef for the very kind fisherman.
+100gp for giving information to Lady Arabani about her kidnapped and mutated and probably starved to death son.
Okay. Here's how loot breaks down for the Dragons:
Lady's Chambers: 100+350+500+50+300+10+400+200+90+75+300+200+200+1,200=3,975gp
Northern Chest: 5,400gp
Lady (gear): (2,000+250+1,440)/2=1,845gp
Also, we have a chest with Lavinia's money, which (minus expenses for the boat trip) comes down to: 8,600-325=8,275gp
That makes 11,220gp to play with. I believe we were sharing the loot with the Cobras, which I propose to just do by including everyone involved (and surviving) for their share. So, in no particular order: Henrietta, Rudy, Glenn, Lucie, Hermann, Dawley, Maya. 11,220/7=1,602.85gp.
Henrietta really wanted the lavender silk robe (300gp) and she wants to send one exotic elven perfume home to her mother (100gp), so she's left with 1,202.85gp from that venture.
Unless someone wants to claim any gear like the rapier, it gets sold and so they remain with 1,602.85gp.
Moving on!
Island (cash): 84+100=184gp
Island (gear): (300+1,500+300+750)/2=1,425gp
The pirates aren't included, and the fishermen were reimbursed generously for their efforts, so the normal way would be to divide it between us + Trucy. We're talking about 1,609gp/5=321.8gp.
Glenn, myself and Rudy drank those one-of-a-kind potions which is quite unfair, so to deal with it I propose we either offer Lucie anything out of any of this combined loot for free and cover her costs between the three of us, or give her automatic first pick of anything cool going down her way. Trucy-wise, I would like to suggest that she gets the magical roguely armor instead of her share of loot from the island and I recalculate it for us. Any thoughts or opposition here?
Trucy's welcome to the armor. No one else is really suited for it.
I'm fine with all of that regarding Lucie/Trucy, and as for loot, the only thing Glenn might want is one of the gemmed rings (which I assume are 50gp each) and he already drank the int potion.
Island cash, recalculated: 184+(300+300+750)/2=859gp. Divided between Henrietta, Rudy, Glenn and Lucie, that's 214.75gp each.
Henri's finances: 185.78gp existing cash +1,202.85gp Dragons' loot +214.75gp pirate loot -10gp Trucy's bonus/hazard pay -10gp renting a place for Trucy a few houses near mine -20gp sending a letter and care package to her parents (with the taxidermy of the spider head to her father and the bottle of expensive elven perfume to her mother)
=1,563.38gp
220.69gp existing
-150gp remove disease
-10gp switching to new home
-30gp courtier's outfit
-2gp for making 6x alchemist's kindness. (I'll make an extra just so I don't have to deal with fractional costs)
+1,552.85gp as well as a silver/sapphire ring, assuming value of 50gp for it (dragons' loot)
+321.8gp (island loot)
-25gp additional assorted jewelry/stuff to go with courtier's outfit and ring.
-75gp portable alchemist's lab
-50gp masterwork backpack
= 1,756.34gp
I am assuming currently that Lucie is going to get something later on. If she's grabbing something and reducing that out of our shares, I'll adjust then.
Lucie is now the happy resident of a big townhouse on Frogwallow Lane, just a few minutes away from Rudy's new home and on the other side of the Merchant District from Lavinia's. It's ideal for Lucie because not only is there an occult bookstore just around the corner for all her dark research, she's just opposite a prestigious dance academy and has an exotic clothing and costume store a few doors down the street from her! Her landlord is Lady Telvanta, who doesn't actually live in Salerno but her steward is happy to take Lucie's money on her behalf.
Glenn lucks into one of the small houses on Vine Street, right next to the Vanderboren estate, and with a bathhouse next door to boot. It's somewhat small and cramped, but the location can't be beat, and he has the further benefit of the lovely Lady Vanderboren being his landlord. Lets hope he doesn't end up having to pay in trade?
Trucy refuses to wear Brissa's old armour citing concerns of disease and whorishness.
What a foolish soul she is, to not believe so in the cleansing magic of prestidigitation and the precautions of disease detection and removal. I presume there's a buyer for the armor (usual half price), despite its whorishness? >_>
Lots of people like that sort of thing, so it can be easily sold.
With Trucy's utter lack of interest in the armor, it is sold to some enterpreneuring whorish rogue who is not afraid of some mutant cooties.
Quote
Island (cash): 84+100=184gp
Island (gear): (300+1,500+300+750)/2=1,425gp
The pirates aren't included, and the fishermen were reimbursed generously for their efforts, so the normal way would be to divide it between us + Trucy. We're talking about 1,609gp/5=321.8gp.
Each of us, Trucy-included, receive 321.8gp from the island rather than the previously-posted 214.75gp. Everything else, naturally, remains the same, including Lucie's first pick/claim on the next awesome item we come across that she wants.
-75 gold for fancy dress.
(Also -25 gold for matching jewelry because apparently it sends a horrible horrible message if I don't have any?)
-75gp for dress #2, -25gp for more matching jewelry
109gp
3 potions of Cure Moderate Wounds
1 potion of Poison (ingested, 1d3 con for 6 rounds, DC 14 save ends)
Wand (enchantment magic)
Book of torturous methods to empower Eidolons (untitled)
Book 'Diseases of Mind & Soul'
Book 'Recipes of Suffering'
- Contains Formula for 'Transmute Potion to Poison'
Book 'Alchemic Medicine'
- Contains Formulas for 'Cure Light Wounds', 'Delay Poison', and 'Remove Disease'
Lucie will obviously take "Diseases of Mind and Soul" for her collection of eclectic books. Also belatedly noting 380gp spent on her other books.
109gp split four ways is 27.25gp each for Lucie/Rudy/Glenn/Zani.
Also note to have wand ID'd later if Henri can't make the spellcraft check.
-200gp to Melinda, with my most sincere thanks. She's a true twintailed hero!
-100gp to Trucy. 100gp hazard pay seems appropriate to everyone on this one.
-20gp for the boat rental.
-2gp RATIONS.
-100gp for IDing that wand
Rudy manages to accost an apprentice wizard and hand over a fat sack of gold in return for trying to figure out the wand. Said wizard is delighted, until he attempts and can't figure it out. He sadly gives Rudy his money back.
(identify doesn't work the same way it did in 3.5, it's +10 to spellcraft and doesn't have an expensive component. There's also an alchemist recipe for it)
+100gp for employing less-than-qualified labor!
If we buy a scroll of identify, can we give it to Henri and get her to retry?
Since Rudy is so agitated over the wand, is it possible to purchase a scroll of Identify and then have a new roll with that new modifier?
It is.
-25gp for a scroll of Identify.
Guys, what do you think of buying a CLW potion each for a rainy day?
Henrietta finally deciphers the workings of the wand.
It is a Wand of Suggestion, CL 6, DC 14. 9 charges remain.
Anowian Infiltrator's Cloak - 9,000gp
This mottled grey and charcoal coloured cloak is long enough to reach the calves of its wearer, and has an expansive hood that when drawn forward greatly obscures the wearer's features. It grants a +5 bonus to stealth checks while worn, and can be activated by tapping the drawstrings together once per day. For five minutes while activated, the wearer cannot be detected by scent, tremorsense, blindsense, or blindsight.
Henrietta gets 50gp from Liamae.
-20gp for the casino, -0.4gp for the Arena admittance.
-120gp for horse/cart/change for the quartet of dancers~
I'd like to buy 1x Potion of Spider Climb!
Sure why not, I'll grab a scroll of Spider Climb if it's possible. Or, if people want and it's possible, a scroll of Communal Spider Climb.
300gp per potion of spider climb
375gp for a scroll of communal spider climb.
Buy what you like and deduct cash as necessary.
We're buying a communal spider climb scroll.
Deducting 125gp for my share of that.
Everyone gets a hero point for staying in character throughout the play.
Everyone gets their 5% cut for acting, which comes to 900gp each (that can be pure cash or include items from the stuff thrown at the end, feel free to make up gems or jewellery as you like).
Amulet of Nine Lives (3 remaining)
This amulet grants a +1 resistance bonus to saving throws and a +1 dodge bonus to AC. Whenever anything would kill the wearer, they are instead set to 1 hit point (even if previously below that number). Each time this occurs, a charge is drained, when no charges are left the amulet continues to bestow its bonus to saving throws and AC.
Monthly salary time. +100gp each.
Don't forget to deduct upkeep/salaries for minions.
-30 gp for house/Trucy's pay/Trucy's house
Herne's Mantle (lesser artifact)
Grants a +4 enhancement bonus to all ability scores and gives the wearer a ferocious, bestial mien that provides a +10 enhancement bonus to Intimidate checks as well as animal empathy as a druid of their character level. Once per week the wearer can designate an individual within 100 feet to be hunted - the individual knows they have been marked so and must make a DC 20 will save or be frightened for one hour - if the hunter or his allies attack or follow the target before this period ends then the effect ceases and the hunter suffers negative levels equal to one half the target's hit dice until the end of the hunt. The hunt lasts until the target is dead or the sun has risen, and for the duration of the hunt the hunter always knows the direction to the target and gains a +5 morale bonus to all attack rolls, damage rolls, skill checks, caster level checks, and saving throws made against the target.
Spear of Nettled Vengeance
This spear seems to be an ordinary, if rather pitted and poorly kept weapon, and indeed functions as such. But when wielded against a foe that has inflicted damage against the wielder it functions as a +2 weapon and casts a CL 6 vampiric touch spell upon every strike.
Found in the hag's shack:
3 gold trade bars (750gp)
264gp in misc coinage
Ceremonial dagger, -1 attack/damage (250gp)
Assorted jewellery (420gp)
Ring of Protection +1 (1,000gp)
Than's Shack:
Poison Thorn +1
A +1 dagger that on hit applies Greenblood poison (DC 13, 1/round for 4 rounds, 1 con damage). It's fragile construction means there is a 10% chance per successful hit that it will splinter and destroy itself. (1,500gp)
Divided four ways, the raw coinage and jewelry from the hag's stash comes out to 171gp per person.
Potion of cure light wounds - 50gp
Mystery potion (nonmagic)
2x mystery potions (nonmagic)
Lucie loses her heavy mace and 90gp (composed of various silver jewels and some cash for payment). In return she gains a silver-plated heavy mace. Counts as a normal mace but does -1 damage and bypasses DR/Silver.
Items listed are magic.
Found on the dead lightning caller:
Wand of Cure Light Wounds (38 charges)
Periapt of Proof Against Poison
Found on dead chain dude:
spiked chain +1
Chain shirt +2
Cloak of Resistance +1
Inside the lighthouse:
Scroll of Obscuring Mist
Scroll of Expeditious Retreat
Scroll of Desecrate
Except this one.
A sheet of paper detailed below found on a table near a fireplace partway up the tower. The writing is consistent, in a neatly clipped hand. A stack of blank paper is nearby.
Report from Theresa requests two able bodied adults from Lessmus for further experimentation.
Xanius has returned from pacifying spirits at buried temple. Zombies appear less hungry.
Report from the Weasel at abandoned fortress. Current batch finished evolution with 40% survival, wants new mutagens from Paerolan.
Report from Theresa confirms subjects received.
Report from Paerolan confirms dispatch of mutagens. Requests one creature be sent to Harvenstead for experimentation.
Report from Hortia, breakdown of relations at Beastman village, avoid area until all clear given.
Orders from Terlonius; Stanford, Kezwick and Hortia to meet at abandoned fortress and take whatever is necessary without disrupting Will to pacify Beastman village.
Report from Horace at hut in the West pass. Four new arrivals, all human. Three women and one man. Unknown how they got past swamp. Horace will check up on situation at swamp.
Lighthouse attacked by four intruders, three matching description from Horace, one non-human completely different. They killed Xanius and most of the undead, just a few zombies and the two rejects left. Need reinforcements to fortify against further attacks. Attackers used magic, summons and magic missiles mostly. Haste used when in melee combat.
Horace staggered in after the attack, no real news except that the new arrivals attacked him near the lighthouse. Idiot led them here, obviously. Request someone else investigate swamp while Horace recovers.
Freyja currently at Lighthouse to bolster defences. Expected back at tainted valley in three days.
I'll pencil in a desire to have the chain shirt.
I figure we'll discuss the revelations IC. So! I'm sort of interested in the cloak. Is anyone else? I also want the Obscuring Mist scroll since I learned the value of having something like that.
Lucie is obviously not taking anything unless there are unwanted leftovers because godhat.
If no one else wants it Liamae will take the poison immunity amulet.
She totally deserves something for almost dying with the rest of us.
I don't want her to die to poisons. :(
Loot from the Abandoned Fortress
On William
Masterwork Chain Shirt
Masterwork Long Sword
Masterwork Short Sword
Potion of Cure Serious Wounds
Potion of Invisibility
Potion of Bull's Strength
In laboratory and animal pens
Medical instruments (counts as Masterwork Tool for Heal)
Soothing fur brush (counts as Masterwork Tool for Handle Animal)
William Blindstone's Journal
William's journal seems to serve as half a diary and half a research log, containing a decent volume of information on his breeding and mutation program with the region's animals, seemingly not as an ends to itself, but rather using the animals to categorise and refine various strains which are later sent on to a different project under Theresa Khull, which seems to be located in a forested valley to the East. The usefulness of some of his creations seems more of a happy accident. A few notable excerpts are detailed below, the first of which being over three years ago, while the most recent is just over a week ago.
The place is a mess, would make any sensible person think twice about taking the job of sorting it all out. But if I were sensible then I wouldn't have been forced into it to start with. Apparently the fellow in charge before made a fire breathing badger? More likely he burned the place down with his own magecraft, silly bugger, but without any notes and just a few (thankfully not pyro-aerobic) samples, I'm likely starting over from scratch. A good thing the Mistress seems a patient sort. Alas my assistant is rather put out by recent events; poor Alice was likely a fair flower before the fire, but now I wince to look upon her flame-scarred visage. Hopefully focusing on her work will help the girl put her looks out of mind.
Starting to show some promising progress with one of the mutagen strains provided by Master Paerolan. While most of the samples I've tried it on have suffered rapid cardiac decay and expiration within several hours, it seems to mesh more capably with the systems of the local panthers. At least a 50% increase in muscle mass noted within two days, although generous portions of food must be provided to fuel such explosive growth. However, a not insignificant number of teeth have been noticed falling out - hard to say right now whether this is due to the massively increased appetite and increased strain on the oral muscles or some side-effect of the mutagen. Alice is working on a high energy liquid diet to better test for that. Just a pity the wolves aren't turning out so well, else we might be a step closer to replicating the fabled curse of the Van Gaunts... though of course I'd have to rediscover how the legendary fire breathing badger worked to truly finish the job!
Several wolverines escaped from their cage last night and set the pens into some disarray. They showed enough respect not to cause further trouble when I woke and started putting things to right, but interesting to note how they got out. The bars had been melted! Previously observed behaviour of wolverines gnawing on the bars was never an issue, as their teeth would break well before the metal - well not any more! The last batch of mutagen combined with my own innovation of mixing Vellae leaf into their meals has spurred the ingenious development of acidic saliva to neutralise the base within the leaves! This just makes me wonder about the fire breathing badger all the more; perhaps my predecessor truly was onto something! But it remains to be seen if this mechanism can be adapted to the other samples...
The first litters of second generation samples have been brought into the world, with a curious synchronicity to their pigmentation. Each and every one of them boasts a full black coat of fur broken only around the muzzle by what can only be described as a bloody splash. I can find no natural explanation or meaningful benefit for this colouration, and its consistency across species is a marvel. However it is likely to be a mere curiousity compared to the more rigorous experimentation awaiting these broods of squealing pups and kits, which I expect to bear a much more stable tolerance for mutation. Even the surviving wolves seem more hale and hearty!
Lost Alice since she's gone off to help her sister working under Theresa Khull. Apparently there's been a breakthrough on her end that could even help with the girl's scarring, though I regret the loss of a talented assistant. Bertrand is I suppose a dutiful replacement, but something about the boy just sets me on edge. Better news on another front, though, as several wolves have finally managed to come through mutation in a fit and proper state. With luck they'll soon catch up with the big cats now that the first hurdle has finally been overcome.
Terlonius and some of his thugs came by demanding the use of four of my best samples, the utter gall! Of course the orders came from on high, so I had no choice but to surrender them. I barely had time to even draw some blood to send over to Theresa before they went stamping out, no doubt intending to use my experiments as fodder against Beastman spears. I can only hope the animals rebel and bite a pound out of the hulking brute's flesh for his temerity!
Loot from Terlonius & Co
Greataxe +2
Breastplate +2
Loot from the camp at the Buried temple
3x cure light wounds potions
42gp
map
(http://i.imgur.com/YszAB.gif)
Given by Illie:
Thorn of Winter +5
This thorn functions as a dagger normal in every way except when used against natural creatures. Against plant creatures it functions as a dagger +5 and paralyzes them for 1d4 rounds on a failed fort save (DC 18). Against animals it functions as a dagger +5 and sends them to sleep for 1d4 rounds on a failed fort save (DC 18). Its magic only lasts until the first day of Spring, when it becomes an ordinary dagger. On the first day of Summer, it crumbles into dust.
On the frozen corpse:
Robes of Arcane Heritage (16,000gp)
These elegant, dark blue robes are usually decorated with silver stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
44gp
From Lavinia & Co
4 sets of winter clothing
1 fine hat
2 50 feet ropes
30 pitons
2 small hammers
1 wand of cure light wounds (fully charged)
From the mountaineer zombie
Climbing Cleats (shoes) +5 to climb and no movement penalty on ice or snow. Ruins floors.
3 heatstones (warm temperature in 20 feet radius for 24 hours once struck)
2 sunrods (light in 20 feet for 1 hour)
1 small hammer
20 pitons