Ok, I guess I will move thing a little forward and give you the treasure :smallsmile:
You can take a short rest (nothing will disturb you now... I am not that devious :smallwink:
Identifing it all would take 15 minutes (1 Item per character per short rest... so 3 short rest needed)
You can roleplay and tell me how many surge you spend and how (Bolerum will suspect what the banner is and identify it first, so you can benefit from it when spending your surges).
What do you do/plan to do?
Ashe suggest an extended rest. Do you want to do that there?
Treasure on the Keeper:
Resplendent Cloak
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Level 8+ Uncommon
This richly colored cloak shields you and your allies from powers that affect the mind.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.
Belt of Sonnlinor Righteousness
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Level 6+ Uncommon
This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Waist Slot
Property
You gain resist 10 to all damage when you have 0 hit points or fewer.
Level 16: Resist 20 to all damage
Level 26: Resist 30 to all damage
Power Daily (No Action)
Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack.
Helm of Battle
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Level 9+ Common
This simple helmet enhances the initiative of you and your allies.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Lvl 19 105,000 gp
Head Slot
Property
You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.
Level 19: Gain a +2 item bonus to initiative checks
Level 29: Gain a +3 item bonus to initiative checks
Sanguine Vestments +2
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Level 2 Uncommon
The blood of wounded enemies only strengthens this deep red garment.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Cloth
Enhancement Bonus: AC
Property
You gain a +1 bonus to all defenses while your oath of enmity target is bloodied.
Pile of treasure :
Mac-Fuirmidh Cittern
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Level 5 Uncommon
The music of this magic lute lingers in the mind, providing vigor long after its tones have ceased.
Lvl 5 +1 1,000 gp
Wondrous Item
Enhancement Bonus: attack rolls and damage rolls
Property
Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d6 extra damage on a critical hit.
Power (Healing) Daily (Standard Action)
Use this power during a short rest. At the end of the short rest, choose yourself or an ally who remained within 20 squares of you during the rest. Until the end of that character's next short rest or extended rest, he or she regains an additional 2 hit points when spending a healing surge.
Song of Rest: The additional hit points equal 4.
Vagabond's Die
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Level 8 Uncommon
This die is well used—the images on its faces are almost worn away.
Wondrous Item 3,400 gp
Power (Varies) Daily (Minor Action)
You target a creature of your choice within 10 squares and roll a d6.
1: Drunkard's Mug. The target takes a -2 penalty to attack rolls until the end of its next turn.
2: Gambler's Dice. Roll a d20. If the result is even, the target takes damage equal to the result. If the result is odd, the target regains hit points equal to the result.
3: Jester's Chair. The target falls prone.
4-5: Soldier's Fist. The first attack that hts the target before the end of your next turn deals 2d6 extra damage.
6: Storm's Fury. The target and all creatures adjacent to it take 1d10 lightning damage.
Restful Bedroll
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Level 1 Common
A good long rest in this magic bedroll grants you extra vigor.
Wondrous Item 360 gp
Property
Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.
Battle Standard of Healing
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Level 3 Uncommon
This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies.
Wondrous Item 680 gp
Power (Healing, Zone) Encounter (Standard Action)
When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.
Potion of Vigor
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Level 9 Common
This vermilion liquid invigorates you, at least temporarily.
Lvl 9 160 gp Lvl 29 105,000 gp
Lvl 19 4,200 gp
Consumable: Potion
Power Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
Level 19: gain 25 temporary hit points.
Level 29: gain 35 temporary hit points.
Vigilant Blade +2 (Longsword)
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Level 9 Uncommon
Set with the symbol of an upright gauntlet with an unblinking eye in its palm, this blade bursts into burning white light in the hands of one sworn to bring justice to the wicked.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Heavy blade or light blade
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 fire and radiant damage per plus
Property
Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers.
Power (Minor Action)
The weapon casts bright light out to 4 squares until you end this effect as a minor action.
Power Encounter (Immediate Reaction)
Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
Potion of Cure Light Wounds
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Level 1 Uncommon
This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
Consumable: Potion 20 gp
Utility Power (Healing) Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don’t have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.
Elixir of water Breathing
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breathe easily underwater.
Lvl 8 125 gp Lvl 18 3,400 gp
Consumable: Elixir
Utility Power Consumable (Minor Action)
Effect: You drink the elixir and can breathe underwater for 1 hour.
Money :
GP : 353
SP : 432
CP : 426
Valuables :
Gems : 3 Opal (45 GP each), 1 ruby (135 GP)
various ancient items of good quality (for a collector) : Weight 45 pound and is Worth 450 GP