Looking in the antechambers revealed no more foes. After the sounds of battle, if there were any other kobolds left they were likely cowering behind the few closed doors. There were a few visible down the hallways.
Searching the two fallen kobolds in the gruesome throne room, you found a pair of potion vials on the magic user. The creature was carrying a masterwork Lucerne hammer, that looked too big for the kobold that was dead in his place.
[sblock=Tactical Map]Notes:
1. Small bodies are difficult terrain for small characters
[/sblock][sblock=Combat Information]
Party Status:
-1/29 HP ~ AC 16 ~
Darvus ~ Prone and Unconscious
-7/26 HP ~ AC 17 ~
Yosephus ~ Prone and Unconscious
39/39 HP ~ AC 22 ~ Muzdum ~ waraxe
11/26 HP ~ AC 16 ~
Devlin ~
16/17 HP ~ AC 16 ~
Tamarie ~
MA 560r ~ Crossbow;
Spells Cast: MA (Tam)
Abilities Used:
* Darvus: Smite Evil 0/1, Lay on Hands 1/4
* Yosephus: Chan Energy 2/6, Reb Death: 0/6, Resist Tch 0/6, Incorruptible 1/1, Spells 1st 1/4, 2nd 2/3
* Devlin: Bombs 2/7, Mutagen (Dex) 1/1, Extracts 1st 0/4
* Tamarie: Heavenly Fire 3/7, Spells 1st 4/6
Conditions in effect: None[/sblock] [sblock=GM Note]I already rolled the checks to stabilize both dying characters, so there is no need for you all to do so now.
I cannot believe that not one of your PCs has spare CLW potions at all. Tsk, tsk. That is like Adventuring 101, to always be ready in case the healer falls in battle and you need to bring them back.
Seriously though, since I am going to be DMing the adventure for you guys next, I really recommend you fix that issue between adventures, probably even taking a CMW each as well. My combats tend to lean towards challenging and if you all are not prepared or too reckless, you could lose a character.
It is also becoming normal to invest in a personal CLW wand when characters reach about 4th-5th level, lending it to the healer to use on your character because cure spells and channel energies are not enough.[/sblock] [sblock=Treasure]Potions are CMW if you succeed on the Spellcraft and/or Perception checks to identify them. That should bring your two fallen members back.
The rest of the treasure will just be vender trash. But you can each make a treasure drop request for something to be found (valued up to 4000gp) in the throne room. I think that should be covered by the total value of GP each person would earn over the entire adventure.[/sblock]