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)

d8RARITYVALUE
1–5Commonup to 1d8 × 10 coins
6–7Uncommonup to 1d8 × 25 coins
8Rareup 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)

d10TREASURE
1–61d10 × 50 coins.
7–9Antiques, art pieces, or objects made of precious metals. Worth 1d10 × 150 coins.
10Jewelry 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)

d12MAGIC ITEM
1–7Potion
8–9Spell
10–11Power Item
12Enchanted Equipment

Potions

To determine the potion, roll 2d6:

2d6POTIONVALUE
2Invisibility Potion3,000c
3Appearance-Altering Potion1,500c
4Speed Potion1,000c
5Ethereal Shield Potion750c
6Potion of Clarity500c
7Stamina Potion250c
8Stamina Potion Greater (2d6)500c
9Minor Healing Potion750c
10Flaming or Freezing Oil1,000c
11Alchemical Fire1,500c
12Major Healing Potion3,000c

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.

d66SPELLd66SPELL
11Alarm41Illusion
12Arcane Eye42Invisibility
13Arcane Shield43Light
14Chill Touch44Lightning Bolt
15Command45Magic Missiles
16Cone of Cold46Mirror Image
21Darkness51Misty Step
22Detect Magic52Knock/Lock
23Dispel Magic53Polymorph
24Feather Fall54Shatter
25Fireball55Silence
26Fly56Sleep
31Fog61Slow
32Form of [Animal]62Summon [Creatures]
33Globe of Invulnerability63Take Control
34Haste64Telekinesis
35Healing Word65Vampiric Touch
36Hold Creature66Web

Finally, use the table below to determine the type of material support on which this spell is written:

d6MATERIAL SUPPORT
1–3Fragile
4–5Heavy
6Fixed

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:

d12EQUIPMENT TYPE
1–5Weapon or Staff
6–10Armor or Shield
11–12Magic Ring

To determine the equipment's enchantment level, roll 1d12:

d12ENCHANTMENT LEVELPRICE
1–6Enchantment Ix1
7–10Enchantment IIx1.5
11–12Enchantment IIIx3

Weapon Enchantments

To determine the weapon's enchantment, roll 2d6:

2d6ENCHANTMENT
2Infallible
3Freezing
4Electrified
5Flaming
6Breacher
7Bane of [Monster]
8Opportunist
9Defender
10Dancing
11Vampiric
12Vorpal

BANE OF [MONSTER]: The weapon is especially effective against one type of monster. (7,000c)

BREACHER: The weapon is especially effective at breaking through protection. (9,000c)

DANCING: The weapon floats around the character, protecting them from approaching opponents. (15,000c)

DEFENDER: The weapon moves almost autonomously to defend the character. (12,000c)

ELECTRIFIED: The weapon is imbued with a magical layer of electricity. (15,000c)

FLAMING: The weapon is imbued with a magical layer of flames. (20,000c)

FREEZING: The weapon is imbued with a magical layer of cold. (12,000c)

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)

OPPORTUNIST: The weapon insists on retaliating against any attack that strikes its wielder. (9,000c)

VAMPIRIC: The weapon drains the target's vitality at the slightest touch. (20,000c)

VORPAL: The weapon deals deep wounds when it strikes the target's vital points, such as the neck. (40,000c)

Magic Staffs

To determine the type of magic staff, roll 1d6:

1d6ENCHANTMENT
1Amplifier
2Collector
3Harmonizing
5Reactive
4Reliquary
6Resolute

AMPLIFIER: The staff acts as a raw conduit, intensifying the power and impact of any magic channeled through its core. (7,000c)

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)

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)

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)

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)

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)

Armor Enchantments

Choose an armor from leather jerkin , brigandine , plate cuirass , or robe . To determine the armor's enchantment, roll 2d6:

2d6ENCHANTMENT
2Anti-magic
3Flaming
4Fortified
5Electrified
6Freezing
7Hastened
8Spiked
9Sacred
10Deflecting
11Shadowy
12Spectral

ANTI-MAGIC: The armor has anti-magic runes inscribed on its body, helping to resist spells . (40,000c)

DEFLECTING: The armor creates a momentary force field to deflect projectiles before they hit the wearer. (15,000c)

ELECTRIFIED: The armor is charged with magical electricity, dealing damage to anyone who touches it. (12,000c)

FLAMING: The armor is imbued with arcane fire, protecting against cold and burning opponents who come close. (20,000c)

FORTIFIED: The armor has been reinforced with enchantments that increase its resilience. (7,000c)

FREEZING: The armor wraps the wearer in a thin layer of magical ice, protecting against heat and icy attacks. (15,000c)

HASTENED: The armor is imbued with acceleration magic, making the wearer faster. (9,000c)

SACRED: The armor is imbued with divine power, protecting against evil forces. (12,000c)

SHADOWY: The armor has been enchanted with shadows, letting the wearer blend in better with their surroundings. (20,000c)

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)

SPIKED: The armor is covered in hidden spikes or blades, wounding any opponent who attacks the wearer in melee combat. (9,000c)

Shield Enchantments

To determine the shield's enchantment, roll 1d6:

d6ENCHANTMENT
1Autonomous
2Bastion
3Infallible
4Magnetic
5Reflex
6Spiked

AUTONOMOUS: The shield orbits its bearer and intercepts blows on its own. It has its own skill and defends the bearer independently. (7,000c)

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)

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)

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)

REFLEX: This shield has a perfect shape and balance, giving its bearer many opportunities for counterattacks . (7,000c)

SPIKED: The shield is covered in hidden spikes or blades, wounding any opponent who attacks the bearer in melee combat. (7,000c)

Magic Rings

To determine the magic ring's spell, roll 1d6:

d6SPELL
1Fly
2Globe of Invulnerability
3Haste
4Invisibility
5Light
6Telekinesis

FLY: The ring nullifies gravity around the bearer, letting them lift off the ground and roam the skies freely. (15,000c)

GLOBE OF INVULNERABILITY: The ring projects a dome of protective energy around the bearer, dispelling spells directed at them. (15,000c)

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)

INVISIBILITY: The ring distorts the light around the bearer, hiding them completely even in broad daylight. (15,000c)

LIGHT: The ring holds an inexhaustible arcane spark, able to banish darkness and light the way. (15,000c)

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)