OOC:
Ok, since nobody writes much, I'll drop a first draft on how can we decide the loot. It's based on the items some showed interest in, on our PCs talents, and well it's not supposed to be perfect, just a starting point. I'm considering the Spiritual Armour as more valuable than lots of other items, also the book and the wand could be very strong or not (we don't know yet) so they are a bit of a gamble for now (but I still think they belong to mages). I'm not asking those cards from Skeeve since he is so keen on keeping them :)
Please do comment!
Coin
192 gp + 5 sp + 8 cp each
Aizashi
Fatespun Gauntlets : When the bearer crits with on a melee attack they gain Focus for one entire round.
Barbarian's Bracers : The bearer tests on advantage on tests of strength.
Spiritual Armor : This armor is naught but a prayer written on a scrap of vellum, decorated with religious motifs of the god of war. Once per day, the bearer may spend 1 minute to read the prayer out loud, and at the end this their skin becomes as tough as armor, granting 1 level of protection per combat. The effects fade if they act in any way that is not in accordance to the god of war's teachings. (timidity, cowardice, dishonour)
potion of healing x2 (heals 2 health for 1 action, must be consumed)
Skeeve
Unbroken Belt : The bearer gains advantage on saving throws vs death, poison, and disease.
Scarlet dagger : This weapon perpetually drips the blood of goblins. The bearer can speak goblin and has advantage on intimidation checks against goblins when the weapon is revealed.
cracked magic wand
potion of healing x1 (heals 2 health for 1 action, must be consumed)
hobgoblin's deck of playing cards
Kaarik
3 Dart of Flames: Critical hits deal 1 additional point of fire damage, ignites combustible items
Delver's Boots : While underground, the bearer of this item always knows the depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Sentinel Wizard Staff : Faintly glows when goblins are within a 100 foot radius.
heavily bound book
Arc
Expeditious Iron Key : Any simple door or fastener you touch with this key instantly unlock or locks.
Chiropteran Pendant : The bearer can hear a pin drop in a crowded room. Gains advantage hearing tests.
Gloves of Grace : Once per day the bearer heal any unconscious creature they touch 1 point of health as an action.
kobold egg x3
Geis
Siege Warmace : This weapon damages man-made inanimate objects as if they were made of living flesh.
Performers' Leather Armor : Once per day, roll with advantage on any Sleight of Hand or acrobatic test.
Vial of carnivorous vine