Varrg the Packmaster -- XP & Loot
XP - 950 XP each
The Avalancher's each had a bag of large boulders (throwing rocks), hide armour and a Lakkarial sized greatclub each (as in, they were the same size and weight as Lakkarial).
Varrg also had a Lakkarial sized greatclub and around his neck he has a key worn on a rope.
It looks as if they departed in a hurry, most likely Varrg could speak dire wolf and they rushed out thinking there was something interesting to hunt outside ...
Unfortunately they ran into the
Giant Killers and their new companions.
In the Kennels, you found:
Varrg's room
3 Dire Wolf puppies, about 3 months old -- super cutesy-wootsy (oh, and GREAT big bags of dried dog food)
A
Chaos Cloak
Level 14+
Uncommon
This cloak is brightly colored and covered in nodules, like the skin of a slaad, and its effects are just as chaotic.
Lvl 14 +3 21,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
You gain resist 10 to all damage from elemental creatures.
Power (Teleportation) Daily (Immediate Reaction)
Trigger: An enemy hits you with an attack that targets Fortitude, Reflex, or Will.
Effect: Roll a d6 and apply the appropriate result.
1-2: 1-2: You take half damage from the triggering enemy's attack.
3-4: 3-4: You teleport 1d8 squares.
5-6: 5-6: The triggering enemy takes damage equal to the damage it dealt you. |
Chaos Cloak +3
Five very well cut gems, matching in colour and clarity -- (appraisal required)
A gold statuette of a Centaur -- (appraisal required)
A very large leather satchel with quite a large content of mixed coins in it -- (counting required), and
two potions of
Potion of Vitality
Level: 15 Common
This potent curative heals wounds and can even fix other ailments.
Consumable: Potion 1,000 gp
Power: (Healing)
Consumable (Minor Action)
Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end. |
vitality
Giant's Room Three Satchels and three giant sized cloaks (you don't think they've been washed for a while ... oh, who are we kidding ... EVER)
As well as finding "snacks" in each of them (some of them of a "dubious" nature) and
various amounts of coins, you also find:
Satchel 1: A suit of leather armour, a bit battered and bloodied, human-ish sized with what looks to be a crest of some sort (Knowledge: Local / Nobility / etc DC20 to recognise), a VERY large bag of nuts of some nature, (Knowledge: Nature to ID), a full waterskin and a shortsword with the same maker's mark on it as the spears you found)
Satchel 2: A cask of ale (half empty / half full -- you decide), 3 by 5' lengths of chain and a drinking horn damaged by what looks like chains ...
Satchel 3: A bag of skulls, some still with skin / eyes / ears in them (as well as maggots), one giant sized boot -- quite fancy actually and a full waterskin (of water).
The Maker's Mark on the shortsword