((I think it got lost in the shuffle, but Karl searched the blood-spattered room and checked the sword stuck in the thief in case it had survived whatever happened due to being magical.))
Karl finds the sword to be magical obviously. (16+4) You find a pair of boots the shadow thief was wearing to have magical properties, but nothing else.
If anyone is with Nadarr, then he'll spread the gold....if not, he's gonna keep it. ((Sorry.))
He keeps the gold chalice, and tries to determine the type and value of the gems encrusting it, though has less interest in the silver ones and leaves them while he looks at other stuff.
He gathers all the magical items in one pile and arcana checks them individually. He keeps the dice, no matter their power.
He then goes through all items found for anything magical missed in his haste.
He takes the dice from the Wolfsbane room too, and does arcana checks on them as well. This includes the die.
After he does this, Thoradin grabs his shoulder and guides him to the side. Nadarr goes reluctantly, and shrugs the hand off his shoulder at the first opportunity.
Yes?
((Weston does not know of the Elven writing on the ring, I think?))
((Because I don't want you running away with all the loot again, as well as I forgot you're highly allergic to silver))
You feel your wolf power suppressed as Thoradin sees you taking the gold and several chalices.... Specifically the silver ones. As long as it is in your hand, you cannot change into wolf form.
You arcana check the items.
Map - (6+9) - You cannot tell what the map does
Set of Dice - (13+9) - Midnight Sixes (You command the dice to turn the side you want. Unlike montebanks deck, it works for everyone)
Bag - (18+9) - Bag of Tricks (grey) (Pull out a tiny minion out of the bag once a day (roll a d8 for the creature). It lasts until dismissed or killed.)
Clothing - (13+9) - Robe of Useful Items (Pull out a mundane item of 10gp or less value. Lasts 1 hour and can be done once per day)
Leather Armor - (9+9) - Skald's Armor (+2 to bluff and diplomacy. As a daily power, change the target of a melee attack directed at you to a different creature next to you)
You check the boots and the sword Karl Found
Sword - (14+9) - It is a thieving shortsword. A quick glance at the ornate work shows it to be of similar fashion as the thieving dagger Aurel carried.
Boots - (12+9) - Boots of stealth (gain a +2 to stealth checks)
Karl holds onto the stuff he found
Symon lets you check out the die. (17+9) It is a Vangabond's Die (Roll a d6 after targeting a creature within 10 as a minor action. Depending on the roll, you get an effect done to that target). Symon holds onto the die (unless he doesn't want it)
"Sorry, I'm only half-strange," Weston joked. He moved over and examined the box, and the ring with elvish writing on it for good measure.
You check out the box. (15+9) Its held in with some really strong magic. You can tell you'll actually need the key in order to open the box.
You didn't get a good look at the runes on the ring
Thoradin is still off to the side with Nadarr speaking to him about something. (11+11) Symon hears something about "pup" and an empjasized "innocent" but nothing more.
EDIT:
Thoradin and Nadarr come back. Thoradin suggests again the party rests here so that wounds can heal, and those with festering wounds (from the gatehouse battle) can patch themselves up. Does the party agree?