There’s a 1in6 chance for each individual in an encountered group to carry a piece of treasure.
Unless indicated otherwise, each piece of treasure occupies one slot. Relics and other powerful items are invaluable.
Roll before the encounter happens, cause some of the treasure may be useful to the NPCs.
Halfling:
Individual:
Relic: Animated Rope, answers simple commands from its owner. An old halfling woman who makes them, Lina Heartweaver, lives on the outskirts of the halfling’s village. The process requires a few hairs from the one who wants to own the rope.
Village:
- Tailor’s house: Silk fabric (1 slot, 100 gp)
- Doctor’s house: set of alchemical tools. Kettles, vials, a tank, etc. (bulky, 50 gp), as well as the necessary materials and recipe to create a salve that accelerates tissue regeneration (restore d6 STR when applied, takes a whole day to make one). The main ingredient is a Giant Blood Salamander’s tail. They can be found in ponds nearby and caught using pieces of bloody meat as bait.
- Mayor’s house:
- Big maple dining table (25 gp, needs 4 people or a wagon to transport)
- Leather padded armchair (100 gp, needs 2 people or a vehicle to transport)
Harpy
Nest:
- 400 gp
- Large zircon (small,500 gp)
- Silver goblet (100 gp)
- Brass scroll case. Inside, the map to a buried chest
- Bronze key (opens buried chest)
Buried chest: 100 gp and Spellbook: Summon Hawk. A hawk appears, ready to answer your commands. 5 hp, 2 STR, 15 DEX, talons (d4)
Hellhound
- Big bone (d6 damage)
- Relic: Devil Shield (armor 1, fire attacks impaired). Painted, a dancing devil on a bright red background.
- Iron chest, locked, trapped. A flame bursts out when opened, causing d10 direct damage (ignore hp). Inside there are 150 gp.
- Cattle goad (bulky, d6 damage, 10 gp)
Hobgoblin
King:
- Face armor mask with topaz in the middle of the forehead (no armor bonus, value 3k gp)
- Glaive with ornate handle and hilt (d10 damage, bulky, value 100 gp)
Lair:
- A library with various scrolls, containing a philosophical essay about the merits of Law, written in the hobgoblin's tongue (30 scrolls, 5 per slot, 300 gp for the complete work from a sage)
- Barrel of rare wine (bulky, 100 gp)
Hydra
Lair, in a huge stone chest:
- Aquamarine (small, 500 gp)
- 1k gp
- A book about ancient myths of Gods, Semi-Gods and Heroes. Badly damaged. (1 gp)
Killer Bee
Hive: Magic Honey (heals d4 STR when eaten, 1 use, 1 slot)
Kobold
Small mace in the shape of a paw (d6 damage, 10 gp)
Lammasu
Scroll: Call Lightning (causes d10 damage BLAST, can only be used outside, enhanced during a storm)
Lich
Worn: Leather belt decorated by a skull (13 gp)
Lair, locked in a trapped iron chest (see below):
- Liquid Memory (potion, labeled): for a few minutes, you can recall any memory perfectly, as if you were still there. This also means that you can cast spells that you already read in the past from memory, without having to read the Spellbook
- An old book about Astrology and Numerology (300 gp)
- Incomplete map of a dungeon, and how to reach it
Trap:
- A nasty poisoned dart that induces immediate flesh necrosis (d4 damage ignoring hp. Wound: permanent injury)
- Permanent Injury: takes up 1 random body or hand slot.
- The damage received by the dart is dealt to the max STRength rather than the current STRength
Lurker Above
On the ground, under the lurker: 1 sack of coins (100 gp) or a zircon (small, 100 gp)
Lizard, giant
Partially covered by creepers, a large stone statue of some reptile god (200 gp, needs a vehicle to be carried)
At its feet, an urn. If opened, a venomous animal comes scurrying outside, trying to inject their venom one last time before dying (d20 STR damage, a bitten survivor develops immunity to all poisons and venoms. See below to determine the animal's nature)
Venomous animal d10:
1-2. Lizard
3-4. Toad
5-6. Centipede
7-8. Scorpion
9-10. Snake
The other 4 are dead in the urn
Lizard man (d6)
1-2. 30 gp
3-4. Painkiller (Pollen burnt and inhaled. Forgo all Critical Damage or Morale Saves for a few hours. May cause addiction. 1 dose)
5-6. Small stone rotating calendar that shows the relative position of the constellations, according to the time of year (100 gp)
Addiction (trigger warning: drug abuse, death): Roll a die every time you use the drug, step up the die each time d4->d6->d8, etc up to d12 and see the effect below
1-4. You don't suffer after-effects
5-7. Addicted. you're deprived if you don't use 1nce/day. A PC can get rid of this effect passing STR save at the end of a whole session spent without using.
8+ Overdose: take the amount rolled as STR damage
Lycanthrope (d4)
- Wooden comb (5 gp)
- Two sacks of coins: 200 gp
- Relic: Longstriding Boots. Walk in a single step the distance that would normally take you hours. Recharge: walk in the boots for a whole day without stopping.
- Unholy Book. Contains the teachings of a cult that preaches de-evolution and sees lycanthropy as a gift (50 gp to a member of the cult but it’s banned in most places)
Mastodon: each tusk occupies 6 slots and fetches 250 gp
Medium
Relic: Revealing Eye. A glass eye that allows the wearer to pick up the slightest facial expression, revealing the true emotions of whoever’s in front of them
Medusa
- Petrified princess, Marmoria XX
- A basket full of petrified human body parts. At the bottom, you can find Spellbook: Snake Scout (see below)
- Coffer containing 200 gp
Spellbook: Snake Scout. One body part of your choice turns into a snake that you can control at a distance (11 hp, 3 STR, 14 DEX, 0 CHA). It functions as if it were still attached to your body: hands can grab, eyes can see, ears can hear etc. You lose your body part if it’s killed.
Merchant
Transporting some mounts to sell… (d6, see below for mount rules)
1-2. Four Vikingoats. 1 armor, 3 hp, 16 STR, headbutt (d10, requires charge) (value 100 gp each)
- Big goats with a heavily cacified dome, that makes their head look like a horned helmet.
- Adapted to mountainous areas, they’re used as mounts, or for their milk
- Special movement: don't suffer any movement malus while traversing mountains
3-4. A single Dragonette, muzzled and heavily restrained. 2 armor, 10 hp, firey breath (d10 damage in melee) (value 400 gp)
- A bipedal, flightless dragon, bred for battle.
- It’s harder to create a bond with them: the bond score works differently (1-2 defiant, 3-5 ride, 6 attack)
- Special movement: long standing jumps
5-6. Four “Mightylegs”. 1 armor, 5 hp, 14 DEX, bite (d8 damage) (value 100 gp each)
- Big flightless birds used as mounts, for their meat, or their eggs
- Their beak delivers a powerful bite
- Special movement: sprints
Mounts:
- They can carry 15 slots’ worth of objects, or one rider and their equipment
- They don’t normally grant a movement bonus on long distances, but they might benefit from special movement
- You need to have bonded with them at a certain level to ride them and control them
Bond:
- Roll d6 at the end of a session where you bonded with a creature in some way (traveled together, fed them, gave them a pet name…)
- If you roll higher than the current bond score, raise it by 1 and unlock new ways to control the mount
- If the creature is neglected or mistreated, lower the bond score by 1 at the end of the session instead
Bond score (start from 1) and powers
1. Defiant: the creature resists being ridden and may try to escape at this stage
2-3. Ride: the creature lets you ride it
4-6. Attack: the creature can perform an attack while you ride it
Merman (d6)
1-3. Two sacks of coins (200 gp)
4. Bottle of fermented algae drink (100 gp)
5. Three ink bombs (blind all targets in an area for 1 round underwater)
6. Clamshell with a sharp edge, merfolk’s version of a knife (15 gp)
Mind Gorger (squid-faced psychic wizard, d6):
1-2. Tunic with black pearl buttons (500 gp)
3-4. Spellbook: Heat Up. A nearby object of your choice heats up. If held, it’s dropped. Flammable objects catch fire.
5-6. Drug to boost up psychic powers for a few minutes (small bottle containing 3d4 pills, may cause addiction, see below). If you don’t already have psychic powers, you gain the following while under the effect instead:
Psychic powers. Like spellbooks, you take Fatigue when you use them, and you can Save vs WIL to try to enhance their power
- Mind attack: d8 WIL damage to a target nearby
- Mind domination: 1 target nearby is under your control, for a few seconds. They get a WIL save to negate
- Telekinesis: move at a distance one object of a size that you could hold in your hands
Addiction (trigger warning: drug abuse, death): Roll a die every time you use the drug, step up the die each time d4->d6->d8, etc up to d12 and see the effect below
1-4. You don't suffer after-effects
5-7. Addicted. you're deprived if you don't use 1nce/day. A PC can get rid of this effect passing a STR save at the end of a whole session spent without using.
8+ Overdose: take the amount rolled as STR damage
Minotaur
Scattered around the labyrinth:
- Thirty gold ingots (10 gp each, five fit in a slot)
- An urn covered in arcane writings. If opened, it frees a spectre (see below). The jar can be used again to seal other incorporeal creatures that touch it (a DEX save applies)
- Brick fountain (this is not treasure, I just think it’s neat to find a fountain in a labyrinth)
- Small pearl on the ground (small, 50 gp)
Spectre 4 hp, 14 DEX, N/A WIL (mindless), spirit drain (melee, d8 WIL damage permanent)
- Immune to mundane attacks
- The spectre attacks the character with the lowest WIL that is closest to it
- If the target’s WIL gets drained completely, it dies and raises as a second spectre
Mummy
Lair:
- 100 gp
- Golden khopesh (d6 damage, value 100 gp)
- Fine linen clothes (50 gp)