Treasure List and Treasure Pick Order



After spending stuff and the entry fee to the upcoming race, each players current cut is:

Aaron’s cut: 6,429gp
Danny’s cut: 24,429gp
David’s cut: 8,429gp
Sam’s Cut: 5,979gp

2015-01-05 (Spreadsheet 3.0)

I sold off all the stuff that Aaron approved up to this point. If the loot is divided by 5 its: 15722gp

If 4 players its: 19653gp
If 3 players its: 26201gp

(31,444gp left to be divided) if Brandon and Danny are out.

I have made a somewhat comprehensive treasure list spreadsheet and placed it on dropbox. It can be found here:

I will send the password separate.



Treasure for Session 3 (2014-10-12)

From the French gnome midget:
oil of animate rope
wand of mirror image (11 charges)
shortbow with wood quiver
sword cane
black silk gloves
bottle of musky perfume worth 35 gp
fake eye patch
foppish clothing
outrageously foppish purple hat
yellow silk handkerchief
key to locker hidden down left boot which includes elixir of love, 42 gp

From Master Scourge:
potion of blur
potion of cure light wounds
black adder venom (on punching dagger)
leather armor
punching dagger
masterwork handaxe carved with notches for kills
shortbow with leather quiver with a buttoned shutter to protect them from the elements
boatswain’s call
corked dark green bottle containing 8 doses of oil of taggit
six gold teeth worth 5 gp each (30gp)—-Ambrose volunteers to smash ‘em and smelt the gold out
hefty waxed coat with many hidden pockets
leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder
silver wedding ring worth 25 gp
14 pp
29 gp

From Mr. Plugg:
Combat Gear potion of cure moderate wounds, screaming bolt (3);
Tidewater cutlass (+1 cutlass)
masterwork cat-o’-nine-tails
light crossbow
amulet of natural armor +1
bracers of armor +1
shackles of compliance
leather drinking cup
betting stash of 210gp

Steadfast Grapple
Aura faint transmutation; CL 3rd; Slot none; Price 5,000 gp; Weight 9 lbs.

This iron grappling hook is attached to a 50-foot length of silk rope. When a steadfast grapple is thrown, it automatically hits and attaches to any targeted object or structure within range of its rope. Against creatures, the wielder must make attack rolls as normal. Once attached, a steadfast grapple can only be removed with a DC 30 Strength check, the command word, or magic such as dispel magic.

Tidewater Cutlass
Aura faint evocation; CL 3rd; Slot none; Price 3,395 gp; Weight 4 lbs.

The blade of this +1 cutlass (Pirates of the Inner Sea 18) is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.
Tidewater cutlasses are not uncommon weapons among the pirates of the Shackles, at least for those who can afford to buy one or who manage to loot one from someone who can. Mr. Plugg acquired his cutlass from a seasoned old tar aboard the Wormwood who had the temerity to point out the first mate’s insecurities, and was beaten to death for his impudence. When more traditional discipline techniques prove ineffective, Mr. Plugg has been known to use his tidewater cutlass to “accidentally” push impertinent sailors overboard to drown in the Wormwood’s wake.

Besmara’s Tricorne
Aura faint transmutation; CL 5th; Slot head; Price 2,600 gp; Weight 1 lb.

This black leather tricorne hat is weather-beaten and salt-stained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.

Once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Boarding Pike of Repelling
Aura faint transmutation; CL 5th;Slot none; Price 4,308 gp; Weight 9 lbs.

This +1 boarding pike (Pathfinder Player Companion: Pirates of the Inner Sea 18) is an 8-foot-long pole topped with a tapered metal spearpoint and a backward-facing hook, used to draw vessels closer together or repel boarders. A metal skull caps the butt of the pike. On command, a boarding pike of repelling can be extended as a swift action, giving its wielder a reach of 20 feet for 1 round. While the pike is extended, the wielder does not threaten adjacent creatures or creatures up to 15 feet away. A boarding pike of repelling can also be extended in this way to draw vessels closer together for boarding.

Hospitality’s Hammock
Aura faint conjuration; CL 5th;Slot none; Price 5,000 gp; Weight 3 lbs.

A luxurious crimson silk hammock embroidered with gold thread and gold fringed tassels, a hospitality’s hammock is a beauty to behold, but no self-respecting seaman would ever be caught using it. Aside from the hammock’s considerable looks, a single night’s rest in it eliminates any sign of seasickness. Additionally, a hospitality’s hammock is so comfortable that those who sleep in it for a full 8 hours regain hit points as if they had an entire day of bed rest. Climbing into or out of the hammock is a full-
round action. A successful DC 5 Dexterity check reduces this to a move action.

The captain of the Man’s Promise was particularly susceptible to seasickness, and commissioned this item to make his long voyages away from home more comfortable. Although he would never admit it to those under his command, Mr. Plugg was pleasantly surprised to find the hospitality’s hammock in his cabin when he took command of the Man’s Promise, and has slept in it every night since.

The hospitality’s hammock originally appeared on page 72 of Necromancer Games’ Dead Man’s Chest.

Shackles of Compliance
Aura faint enchantment; CL 3rd; Slot none; Price 2,810 gp; Weight 2 lbs.

These battered iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation.

Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25) on the wearer of the shackles three times per day.

Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check, or the lock can be opened with a DC 30 Disable Device check.

From the caged lacedons:

Treasure: One of the lacedons still wears the sodden remains of a battered greatcoat with five large silver buttons worth 2 gp each. One of the buttons has a secret compartment containing a reuseable anchor feather token (1x/day via spoken command word).

120 gp in assorted coinage lies among the decaying crab shells, dead fish, and seaweed at the bottom of the chamber.

Pair of lesser archery bracers; +1 to attack rolls via bow, must both be equipped

Treasure: Among the countless smaller skeletal fetishes here are a scrimshawed hammerhead shark skull with a piece of driftwood thrust through it. The skull is worth 250 gp, while the driftwood is a wand of mirror image (16 charges left after Man’s Promise raid.) There is also an ivory walrus tusk set with gold with a scrimshawed map of the Shackles worth 400gp, and a curious harp made from the jaw of an orca set with pearls worth 500gp.

Treasure: Dozens of scrimshaw objects litter the chamber in various nooks and crannies carved into the walls. Although many of these items are merely curious, repulsive, or both, among them are the jawbone of a shark carved with scrimshaw images of a vast octopus eating whales and containing a dozen silver and gold rings hammered into it (worth 250 gp), a huge hooked tooth from some colossal sea creature with a seaweed-plugged cavity containing six pearls worth 75 gp each, and a whale skull weighing 25 pounds whose scrimshaw carvings function as arcane scrolls of black tentacles,
color spray, daylight, enlarge person, hypnotism, slow, and vampiric touch.

In addition, a total of eight 4-pound silver ingots are attached to Sandara Quinn and the other captive pirate, each worth 20 gp. The rest of their equipment lies scattered on the floor among the lacedons’ masterwork manacles, along with four +1 heavy crossbow bolts, a silver spearhead, 211 sp, and 136 gp in assorted coins.

Finally, Sandara Quinn gives the PCs her Besmara’s tricorne as a token of her gratitude for rescuing her.

**MW typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool

Treasure for Session 2 of SnS

Loot for tonight:

Booty from taking over the Man’s Promise:

330gp/player (-75gp for Sam’s character)
Total from stuff sold to Grok before you left; 485gp/player

Therefore, what you had to spend before being sent onto the Man’s Promise:
815/player, with Sam’s character having 740gp.

*Don’t forget to subtract whatever you bought before leaving the Wormwood; MWK thieves tools, etc.

Group Stuff:

Spyglass worth 750gp

•4x Potion of Cure Moderate Wounds
•1x Potion of water breathing
•1x Potion of Invisibility

•Vial of holy water
•Tanglefoot bag
•2x tindertwigs
•1x Long waxed coat with several pockets (2gp)
•1x Standard Thieves Tools
•1x MWK Dagger (302gp)
•1x Silver ring of swimming
•6x Spears (2gp)

•Sanadara’s Holy Symbol

•Large amount of pristine giant crab meat and numerous coconuts on the beach

•Treasure from the tent: Among the piles of revealing clothing inside the whore’s/ghoul’s tent are a leather hip flask depicting a crocodile (worth 25 gp), a chest containing six flasks of alchemist’s fire, two barrels of very cheap perfume worth 25 gp each, a wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), a whalebone corset set with mother-of-pearl inlays worth 20gp, a dozen silver hatpins set with tiny obsidians worth 5 gp each, scattered gems worth a total of 307gp.

•Treasure from the cornfield: The bodies of several who visited the island over the years lie throughout the fields, but an extensive search is required to locate all of the booty without magic, as the treasure lies with separate bodies throughout the area. A DC 25 Perception check is required to locate each body with valuables (Unless, you torch the whole place and kill the ankheg). One body has a gold buckle worth 25 gp. A second body has a rusted iron dagger in a scabbard inlaid with pearls worth 75 gp. A third body still grasps a purse containing 45 gp and 3 small obsidians worth 10 gp each in a skeletal hand.

•Treasure from the chokers’ lair sits 70 feet above the ground in the uppermost boughs of the tree. A trio of silver shoe buckles worth 5 gp each, a ghoul finger with a gold wedding ring on it worth 50 gp, and a silver hatpin worth 5 gp.

•Treasure from Arron Ivy’s stockade: Among the furnishings in the lodge are eight finely tailored courtier’s outfits, worth 30gp each. A DC 15 Knowledge (nobility) check identifies the clothes as Chelish in style. In addition, the lodge contains a spice cabinet holding 5 pounds of red pepper in waxed bags (worth 10gp total), a silver tankard worth 30gp, and a silver locket depicting a beautiful, buxom young blonde woman (one of the ship’s whores from the Infernus) worth 45 gp.

•+1 Boarding Pike of Repelling

Boarding Pike of Repelling
Aura faint transmutation; CL 5th
Slot none; Price 4,308 gp; Weight 9 lbs.

This +1 boarding pike (Pathfinder Player Companion: Pirates of the Inner Sea 18) is an 8-foot-long pole topped with a tapered metal spearpoint and a backward-facing hook, used to draw vessels closer together or repel boarders. A metal skull caps the butt of the pike. On command, a boarding pike of repelling can be extended as a swift action, giving its wielder a reach of 20 feet for 1 round.

While the pike is extended, the wielder does not threaten adjacent creatures or creatures up to 15 feet away. A boarding pike of repelling can also be extended in this way to draw vessels closer together for boarding.

•Zan received a +1 Amulet of Natural Armor for crying out a warning to Captain Harrigan

Amulet of Natural Armor
Aura faint transmutation; CL 5th
Slot neck; Price 2,000 gp (+1

This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Home-Star Runner Shirt:
Shirt, Quick Runner’s
Aura faint transmutation; CL 5th
Slot chest; Price 1,000 gp; Weight —

This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.
Once per day as a swift action, the wearer can take an additional move action to move on his turn.

Stuff pilfered from dead pirates;
*Items listed below in () are per item

11x Short Swords (10gp)
12x Heavy Crossbows (50gp)
12x Studded Leather (25gp)
2x MWK Short Swords (310gp)
1x Chain Shirt (100gp)
1x Leather Armor (10gp)
1x Colorful Clothing embroidered with pearls worth 75gp
1x Cutlass (15gp)
3x Dagger (2gp)
1x Composite Shortbow (75gp)

Consider these sold to Grok before leaving, gives you each: 383gp/player

Stuff from first session that were also sold off:

•A large cookbook worth 125gp (using the tome while cooking grants a +1 circumstance bonus on Prof (Cook) check.
•A prosthetic leg made of wood and edged with a silver band worth 45 gp. Gave it to Riaris Krine
• Leather armor (10gp/2 = 5gp)
• 3x heavy maces (3x 12gp = 36/2 = 18gp)
•Buckler (5gp/2 = 2.5gp)
•MW handaxe (306gp/2 = 153gp)

If you cash in the items above (I recommend it) call it 62gp/player. You can cash it in at Grok’s.


Treasure List and Treasure Pick Order

Skull and Shackles chuckm