Looting
Whenever a character comes across an old chest, an ancient cabinet, or any other kind of container in an as-yet-unlooted ruin or dungeon, they make a loot roll : they roll one die for each of the loot types below. If the die result is 1 or 2, they find items of that type.
SIMPLE LOOT ROLL: A simple loot roll does not include the Treasure (d10) or Magic Item (d12) dice.
TREASURE ROLL: The character rolls the Treasure (d10) and Magic Item (d12) dice and finds an item of the type shown by the die with the lowest result.
Junk (d4)
The character finds enough junk to fill 1d4 inventory slots. Each inventory slot taken up by junk can be sold for 10 coins in settlements.
Coins (d6)
The character finds 1d6 × 10 coins.
Equipment (d8)
| d8 | RARITY | VALUE |
|---|---|---|
| 1–5 | Common | up to 1d8 × 10 coins |
| 6–7 | Uncommon | up to 1d8 × 25 coins |
| 8 | Rare | up to 1d8 × 50 coins |
COMMON: Bandages, splint, torches, travel rations, rope, dagger, oil, lockpick, etc.
UNCOMMON: Antidote, weapon, gambeson, shield, lantern, etc.
RARE: Surgery kit, crossbow, helmet, compass, grimoire, spyglass, holy symbol, etc.
Treasures (d10)
| d10 | TREASURE |
|---|---|
| 1–6 | 1d10 × 50 coins. |
| 7–9 | Antiques, art pieces, or objects made of precious metals. Worth 1d10 × 150 coins. |
| 10 | Jewelry and gems worth 1d10 × 500 coins. |
COINS: Old coins tucked into small nooks, leather pouches, or rotten chests.
ANTIQUES: A silver chalice, an ivory figurine, a bronze mirror, a silk tapestry, or a golden ceremonial dagger.
JEWELRY AND GEMS: A cut ruby, a pearl necklace, an emerald ring, a gold brooch, or a raw sapphire.
Magic Item (d12)
| d12 | MAGIC ITEM |
|---|---|
| 1–7 | Potion |
| 8–9 | Spell |
| 10–11 | Power Item |
| 12 | Enchanted Equipment |
Potions
To determine the potion, roll 2d6:
| 2d6 | POTION | VALUE |
|---|---|---|
| 2 | Invisibility Potion | 3,000c |
| 3 | Appearance-Altering Potion | 1,500c |
| 4 | Speed Potion | 1,000c |
| 5 | Ethereal Shield Potion | 750c |
| 6 | Potion of Clarity | 500c |
| 7 | Stamina Potion | 250c |
| 8 | Stamina Potion Greater (2d6) | 500c |
| 9 | Minor Healing Potion | 750c |
| 10 | Flaming or Freezing Oil | 1,000c |
| 11 | Alchemical Fire | 1,500c |
| 12 | Major Healing Potion | 3,000c |
Spells
To determine the spell , roll 2d6 and read the die results in order on the table below. The base price of a spell is 2,500 coins.
Finally, use the table below to determine the type of material support on which this spell is written:
| d6 | MATERIAL SUPPORT |
|---|---|
| 1–3 | Fragile |
| 4–5 | Heavy |
| 6 | Fixed |
Power Items
Choose one of the following power items that has not already been chosen by another character.
Items marked with the ✦ symbol require a minor action to activate, while items marked with the ✧ symbol require no action at all and can be activated freely, at any time.
A character can keep only one ✦ power item and one ✧ power item equipped at a time.
The base price of a power item is 7,500 coins:
AMULET OF INEXPLICABLE LUCK✧: Once per day, you can invert the roll result of a skill check made by you or by another character within your line of sight. The inverted result of a roll equals 13 minus the roll result.
AMULET OF LETHAL PRECISION✦: While you have no Stamina points, your next melee attack has two positive chances to hit.
AMULET OF THE MACABRE PACT✦: Your next attack deals necrotic damage .
AMULET OF THE RAVENOUS PREDATOR✦: Your next attack gets +2 on the damage ladder against wounded enemies.
AMULET OF UNCONTROLLABLE FURY✦: While you have no Stamina points, your next melee weapon attack deals critical damage .
BANDANA OF THE RESILIENT FIGHTER✧: When you take a wound , you recover 1d3 Stamina points for each point of that wound's severity.
BANDANA OF THE TIRELESS FIGHTER✧: When you kill or defeat an enemy, you recover 1d6 Stamina points.
BOOTS OF INSTINCTIVE REFLEX✧: When you fail an Agility check , you can spend 1 Boon to choose to succeed on that check instead.
BOOTS OF THE RELENTLESS CHARGE✦: Your next charge gains +1 on the damage ladder for every 5 feet traveled, instead of every 10 feet.
BRACELET OF GIANT'S STRENGTH✧: You can hold any medium or large weapon in the hand wearing the bracelet as if holding it in two hands, except quarterstaffs, bows, and crossbows.
CANTEEN OF CLARITY✦: You can spend 1 Boon to remove one level of arcane fatigue .
CANTEEN OF RESPITE✦: You can spend 1 Boon to recover 1d6 Stamina points.
CIRCLET OF SLOWNESS✦: Choose an enemy. The next time initiative passes to the GM , if that enemy is not the only one still standing, the GM can grant it initiative only by spending 1 Bane .
CIRCLET OF UNSHAKABLE FOCUS✧: You can ignore one level of arcane fatigue while casting spells .
CLOAK OF THE OPPORTUNIST✧: If you have not made an attack during your initiative , you can pass it to an ally, even if you did not make any skill check or if the die result was odd.
COIN OF PRIMORDIAL CHAOS✧: When you spend 1 Boon , you can roll 1d6: on 3–6 you recover the Boon ; on 1 the GM gains 1 Bane .
HAT OF THE CONVINCING LIE✧: When you fail a Deception or Persuasion check , you can spend 1 Boon to choose to succeed on that check instead.
HOOD OF THE PERFECT SHADOW✧: When you fail a Stealth check , you can spend 1 Boon to choose to succeed on that check instead.
KEY OF LOST TREASURE✧: You can reroll one of the dice from a loot roll or treasure roll .
LENS OF TRUE SIGHT✧: When you make a check to discern the truth behind something, you can spend 1 Boon to choose to succeed on that check instead.
SADDLE OF PERFECT RIDING✧: While mounted , you do not need to make checks to stay in the saddle after taking damage. In addition, you can mount or dismount freely whenever you wish.
TABARD OF LEADERSHIP✦: When you have the initiative , you can pass it to an ally, even if you did not make any skill check or if the die result was odd.
TABARD OF THE BASTION✦: Until initiative returns to your side, if an adjacent ally is hit by an attack, you can swap places with them and take it instead.
TABARD OF THE CHAMPION✦: Until initiative returns to your side, all allies within 20 feet of you can use your Will in place of their own to resist mental effects.
Enchanted Equipment
To determine the equipment type, roll 1d12:
| d12 | EQUIPMENT TYPE |
|---|---|
| 1–5 | Weapon or Staff |
| 6–10 | Armor or Shield |
| 11–12 | Magic Ring |
To determine the equipment's enchantment level, roll 1d12:
| d12 | ENCHANTMENT LEVEL | PRICE |
|---|---|---|
| 1–6 | Enchantment I | x1 |
| 7–10 | Enchantment II | x1.5 |
| 11–12 | Enchantment III | x3 |
Weapon Enchantments
To determine the weapon's enchantment, roll 2d6:
| 2d6 | ENCHANTMENT |
|---|---|
| 2 | Infallible |
| 3 | Freezing |
| 4 | Electrified |
| 5 | Flaming |
| 6 | Breacher |
| 7 | Bane of [Monster] |
| 8 | Opportunist |
| 9 | Defender |
| 10 | Dancing |
| 11 | Vampiric |
| 12 | Vorpal |
BANE OF [MONSTER]: The weapon is especially effective against one type of monster. (7,000c)
- BANE OF [MONSTER] I: Increases damage by 1 step on the damage ladder against one type of monster.
- BANE OF [MONSTER] II: Increases damage by 2 steps on the damage ladder against one type of monster.
- BANE OF [MONSTER] III: Increases damage by 3 steps on the damage ladder against one type of monster.
BREACHER: The weapon is especially effective at breaking through protection. (9,000c)
- BREACHER I: Deals 1d4 extra damage to Protection .
- BREACHER II: Deals 1d6 extra damage to Protection .
- BREACHER III: Deals 1d12 extra damage to Protection .
DANCING: The weapon floats around the character, protecting them from approaching opponents. (15,000c)
- DANCING I: Deals 1d4 damage to an opponent that enters melee range.
- DANCING II: Deals 1d6 damage to an opponent that enters melee range.
- DANCING III: Deals 1d8 damage to an opponent that enters melee range.
DEFENDER: The weapon moves almost autonomously to defend the character. (12,000c)
- DEFENDER I: Allows the wielder to use the Fight with [Weapon] skill to defend against melee and ranged attacks.
- DEFENDER II: In addition to the above, opponents have a negative chance to hit with ranged attacks.
- DEFENDER III: In addition to the above, opponents have a negative chance to hit with melee attacks.
ELECTRIFIED: The weapon is imbued with a magical layer of electricity. (15,000c)
- ELECTRIFIED I: Increases damage by one step on the damage ladder and deals lightning damage.
- ELECTRIFIED II: In addition to the above, it also ignores the Protection of metal armor.
- ELECTRIFIED III: In addition to the above, it also electrocutes the target. The next attack the target takes deals critical damage .
FLAMING: The weapon is imbued with a magical layer of flames. (20,000c)
- FLAMING I: The weapon now deals fire damage .
- FLAMING II: In addition to the above, it has a 50% chance to set the target fire with a successful attack.
- FLAMING III: In addition to the above, it sets the target fire with a successful attack.
FREEZING: The weapon is imbued with a magical layer of cold. (12,000c)
- FREEZING I: Increases damage by one step on the damage ladder and deals cold damage.
- FREEZING II: In addition to the above, it also leaves the target slowed for one turn .
- FREEZING III: In addition to the first effect, it also freezes the target for one turn . A frozen target is paralyzed until it takes damage or the effect wears off.
INFALLIBLE: This weapon lets its wielder land an attack, without a check, against any enemy. It recharges all of its uses at the next sunrise. (40,000c)
- INFALLIBLE I: Can be used once per day.
- INFALLIBLE II: Can be used twice per day.
- INFALLIBLE III: Can be used three times per day.
OPPORTUNIST: The weapon insists on retaliating against any attack that strikes its wielder. (9,000c)
- OPPORTUNIST I: When the character takes damage from a melee attack, they can make a counterattack with a negative chance .
- OPPORTUNIST II: When the character takes damage from a melee attack, they can make a counterattack .
- OPPORTUNIST III: When the character takes damage from a melee attack, they can make a counterattack with a positive chance .
VAMPIRIC: The weapon drains the target's vitality at the slightest touch. (20,000c)
- VAMPIRIC I: Recovers Stamina equal to one third of the damage dealt, rounded up.
- VAMPIRIC II: Recovers Stamina equal to half of the damage dealt, rounded up.
- VAMPIRIC III: Recovers Stamina equal to the damage dealt.
VORPAL: The weapon deals deep wounds when it strikes the target's vital points, such as the neck. (40,000c)
- VORPAL I: When it deals critical damage , it adds the extra damage 2 times.
- VORPAL II: When it deals critical damage , it adds the extra damage 3 times.
- VORPAL III: When it deals critical damage , it adds the extra damage 4 times.
Magic Staffs
To determine the type of magic staff, roll 1d6:
| 1d6 | ENCHANTMENT |
|---|---|
| 1 | Amplifier |
| 2 | Collector |
| 3 | Harmonizing |
| 5 | Reactive |
| 4 | Reliquary |
| 6 | Resolute |
AMPLIFIER: The staff acts as a raw conduit, intensifying the power and impact of any magic channeled through its core. (7,000c)
- AMPLIFIER I: Every spell cast by the mage has +1 PL .
- AMPLIFIER II: Every spell cast by the mage has +2 PL .
- AMPLIFIER III: Every spell cast by the mage has +3 PL .
COLLECTOR: Carved with runes of deep absorption, the staff works as a grimoire , able to store the spells fired through it. The staff stores any spell cast through it that has not yet been stored. Spells stored in it must still be cast normally. (7,000c)
- COLLECTOR I: Can store up to 2 spell .
- COLLECTOR II: Can store up to 4 spells .
- COLLECTOR III: Can store up to 6 spells .
HARMONIZING: Forged with precision to tame entropy, the staff acts as a filter that orders the raw chaos of a failed spell. It prevents the mage from suffering arcane fatigue when they fail to cast a spell . (7,000c)
- HARMONIZING I: Can be used once per day.
- HARMONIZING II: Can be used twice per day.
- HARMONIZING III: Can be used three times per day.
REACTIVE: Sensitive to imminent danger, the staff vibrates aggressively in the presence of enemy spells, letting the mage unleash an instinctive, immediate magical retaliation. When a character within the mage's line of sight casts a spell , the mage can cast another spell immediately in response, even without having the initiative . (7,000c)
- REACTIVE I: Can be used once per combat.
- REACTIVE II: Can be used twice per combat.
- REACTIVE III: Can be used three times per combat.
RELIQUARY: Forged as an arcane vault, this staff preserves latent spells within it until the exact moment of their release. The mage can cast a spell in advance to store it in the staff and fire it later, keeping the PL from the moment it was stored. (7,000c)
- RELIQUARY I: Can store up to 1 spell .
- RELIQUARY II: Can store up to 2 spells .
- RELIQUARY III: Can store up to 3 spells .
RESOLUTE: Serving as an unshakable anchor for the mind, this staff bears the strain of the arcane veil, sharing the heavy mental effort demanded by sustained spells. (7,000c)
- RESOLUTE I: Lets the mage maintain 1 additional sustained spell without suffering arcane fatigue .
- RESOLUTE II: Lets the mage maintain 2 additional sustained spells without suffering arcane fatigue .
- RESOLUTE III: Lets the mage maintain 3 additional sustained spells without suffering arcane fatigue .
Armor Enchantments
Choose an armor from leather jerkin , brigandine , plate cuirass , or robe . To determine the armor's enchantment, roll 2d6:
| 2d6 | ENCHANTMENT |
|---|---|
| 2 | Anti-magic |
| 3 | Flaming |
| 4 | Fortified |
| 5 | Electrified |
| 6 | Freezing |
| 7 | Hastened |
| 8 | Spiked |
| 9 | Sacred |
| 10 | Deflecting |
| 11 | Shadowy |
| 12 | Spectral |
ANTI-MAGIC: The armor has anti-magic runes inscribed on its body, helping to resist spells . (40,000c)
- ANTI-MAGIC I: Grants +2 to resist mental spells .
- ANTI-MAGIC II: In addition to the above, grants +2 to avoid physical spells .
- ANTI-MAGIC III: Grants +3 to resist or avoid any type of spell .
DEFLECTING: The armor creates a momentary force field to deflect projectiles before they hit the wearer. (15,000c)
- DEFLECTING I: On a result of 4–6 on 1d6, the wearer deflects a projectile before being hit.
- DEFLECTING II: On a result of 3–6 on 1d6, the wearer deflects a projectile before being hit.
- DEFLECTING III: On a result of 2–6 on 1d6, the wearer deflects a projectile before being hit.
ELECTRIFIED: The armor is charged with magical electricity, dealing damage to anyone who touches it. (12,000c)
- ELECTRIFIED I: All lightning damage taken is halved, rounded up.
- ELECTRIFIED II: In addition to the above, when you take melee damage, it deals 1d4 lightning damage to the attacker.
- ELECTRIFIED III: In addition to the above, every character within 10 feet of the wearer when they have the initiative takes 1d4 lightning damage.
FLAMING: The armor is imbued with arcane fire, protecting against cold and burning opponents who come close. (20,000c)
- FLAMING I: All fire damage taken is halved, rounded up.
- FLAMING II: In addition to the above, fire deals normal damage to the character, instead of direct damage .
- FLAMING III: In addition to the above, every character within 10 feet of the wearer when they have the initiative takes 1d4 fire damage .
FORTIFIED: The armor has been reinforced with enchantments that increase its resilience. (7,000c)
- FORTIFIED I: Grants +6 Magic Protection .
- FORTIFIED II: Grants +9 Magic Protection .
- FORTIFIED III: Grants +12 Magic Protection .
FREEZING: The armor wraps the wearer in a thin layer of magical ice, protecting against heat and icy attacks. (15,000c)
- FREEZING I: All cold damage taken is halved, rounded up.
- FREEZING II: In addition to the above, grants +6 Magic Protection .
- FREEZING III: In addition to the above, every character within 10 feet of the wearer when they have the initiative takes 1d4 cold damage.
HASTENED: The armor is imbued with acceleration magic, making the wearer faster. (9,000c)
- HASTENED I: Increases the wearer's speed by 10 feet.
- HASTENED II: Increases the wearer's speed by 20 feet.
- HASTENED III: Increases the wearer's speed by 30 feet.
SACRED: The armor is imbued with divine power, protecting against evil forces. (12,000c)
- SACRED I: The wearer automatically succeeds on checks related to resisting fear.
- SACRED II: In addition to the above, all necrotic damage taken is halved, rounded up.
- SACRED III: In addition to the above, every undead within 10 feet of the wearer when they have the initiative takes 1d6 divine damage .
SHADOWY: The armor has been enchanted with shadows, letting the wearer blend in better with their surroundings. (20,000c)
- SHADOWY I: Grants a positive chance on checks related to hiding in the shadows.
- SHADOWY II: In addition to the above, grants a positive chance on checks related to going unnoticed.
- SHADOWY III: Grants two positive chances on any check related to Stealth .
SPECTRAL: The armor lets the wearer become intangible for one turn . In combat, it requires a minor action to activate. Outside combat, it lasts 10 seconds. While intangible, the wearer cannot interact with the physical world, and vice versa. It recharges all of its uses at the next sunrise. (40,000c)
- SPECTRAL I: Can be used once per day.
- SPECTRAL II: Can be used twice per day.
- SPECTRAL III: Can be used three times per day.
SPIKED: The armor is covered in hidden spikes or blades, wounding any opponent who attacks the wearer in melee combat. (9,000c)
- SPIKED I: When you take melee damage, it deals 1d4 damage to the attacker.
- SPIKED II: When you take melee damage, it deals 1d6 damage to the attacker.
- SPIKED III: When you take melee damage, it deals 1d8 damage to the attacker.
Shield Enchantments
To determine the shield's enchantment, roll 1d6:
| d6 | ENCHANTMENT |
|---|---|
| 1 | Autonomous |
| 2 | Bastion |
| 3 | Infallible |
| 4 | Magnetic |
| 5 | Reflex |
| 6 | Spiked |
AUTONOMOUS: The shield orbits its bearer and intercepts blows on its own. It has its own skill and defends the bearer independently. (7,000c)
- AUTONOMOUS I: Defends its bearer with a Good (+2) skill .
- AUTONOMOUS II: Defends its bearer with an Incredible (+4) skill .
- AUTONOMOUS III: Defends its bearer with a Heroic (+6) skill .
BASTION: This shield is imbued with protective runes that increase the bearer's magic resistance. The effects below apply only to damage dealt by spells , NPCs abilities, or similar effects. (7,000c)
- BASTION I: Lets the bearer use the Shield skill instead of the Dodge skill to avoid damage.
- BASTION II: In addition to the above, grants +2 to avoid damage using Shield .
- BASTION III: In addition to the above, extends its protection to all allies within 10 feet behind the bearer.
INFALLIBLE: This shield lets its bearer defend, without a check, against an attack made against them. It recharges all of its uses at the next sunrise. (7,000c)
- INFALLIBLE I: Can be used once per day.
- INFALLIBLE II: Can be used twice per day.
- INFALLIBLE III: Can be used three times per day.
MAGNETIC: The shield can intercept ranged attacks aimed at nearby targets. It draws to itself any projectile that passes within its area of effect. (7,000c)
- MAGNETIC I: Projectiles that pass within 5 feet of the bearer are drawn to the shield.
- MAGNETIC II: Projectiles that pass within 10 feet of the bearer are drawn to the shield.
- MAGNETIC III: Projectiles that pass within 15 feet of the bearer are drawn to the shield.
REFLEX: This shield has a perfect shape and balance, giving its bearer many opportunities for counterattacks . (7,000c)
- REFLEX I: When defend against a melee attack, you can make a counterattack with a negative chance .
- REFLEX II: When defend against a melee attack, you can make a counterattack .
- REFLEX III: When defend against a melee attack, you can make a counterattack with a positive chance .
SPIKED: The shield is covered in hidden spikes or blades, wounding any opponent who attacks the bearer in melee combat. (7,000c)
- SPIKED I: When you take melee damage, it deals 1d4 damage to the attacker.
- SPIKED II: When you take melee damage, it deals 1d6 damage to the attacker.
- SPIKED III: When you take melee damage, it deals 1d8 damage to the attacker.
Magic Rings
To determine the magic ring's spell, roll 1d6:
| d6 | SPELL |
|---|---|
| 1 | Fly |
| 2 | Globe of Invulnerability |
| 3 | Haste |
| 4 | Invisibility |
| 5 | Light |
| 6 | Telekinesis |
FLY: The ring nullifies gravity around the bearer, letting them lift off the ground and roam the skies freely. (15,000c)
- FLY I: You can fly with a speed of 30 feet for 1 minute..
- FLY II: You can fly with a speed of 30 feet for 5 minutes..
- FLY III: You can fly with a speed of 30 feet for 10 minutes..
GLOBE OF INVULNERABILITY: The ring projects a dome of protective energy around the bearer, dispelling spells directed at them. (15,000c)
- GLOBE OF INVULNERABILITY I: Creates a magical barrier around you that blocks the next spell of PL 3 or lower.
- GLOBE OF INVULNERABILITY II: Creates a magical barrier around you that blocks the next spell of PL 6 or lower.
- GLOBE OF INVULNERABILITY III: Creates a magical barrier around you that blocks the next spell of PL 9 or lower.
HASTE: The ring is imbued with acceleration magic, granting the bearer extraordinarily fast reflexes and movements. The ring grants the bearer extra actions (as with the Haste spell ). (15,000c)
- HASTE I: Grants 2 extra actions.
- HASTE II: Grants 3 extra actions.
- HASTE III: Grants 4 extra actions.
INVISIBILITY: The ring distorts the light around the bearer, hiding them completely even in broad daylight. (15,000c)
- INVISIBILITY I: You become invisible for 1 minute or until you take a major action .
- INVISIBILITY II: You become invisible for 5 minutes or until you take a major action .
- INVISIBILITY III: You become invisible for 10 minutes or until you take a major action .
LIGHT: The ring holds an inexhaustible arcane spark, able to banish darkness and light the way. (15,000c)
- LIGHT I: The ring emits light equivalent to a torch for 10 minutes.
- LIGHT II: The ring emits light equivalent to a torch for 30 minutes.
- LIGHT III: The ring emits light equivalent to a torch for 1 hour.
TELEKINESIS: The ring channels the mental force of its wearer, letting their will manipulate and move physical matter at a distance. Physique to resist. (15,000c)
- TELEKINESIS I: Moves an object or creature up to 5 feet away.
- TELEKINESIS II: Moves an object or creature up to 15 feet away.
- TELEKINESIS III: Moves an object or creature up to 30 feet away.