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 are invaluable.
Roll before the encounter happens, cause some of the treasure may be useful to the NPCs.
Acolyte (d6):
1-2. A pearl rosary (small, 100 gp)
3-4. A reliquary with the finger, tooth, or nail of a saint (bulky, 100 gp)
4-6. Relic: Holy Rod (d6, 2 hands needed to strike, can smite an undead or demon once for d12 damage. This damage can't be regenerated. Recharge: foot pilgrimage to a certain temple and pray)
Bandit:
Individual (d6):
1-2. A broken coral necklace (small, 100 gp)
3-4. A little statue carved out of bone, depicting the deity patron of thieves and brigands (small, 10 gp)
5-6. Three smoke bombs (blinds for 1 round)
Lair
A bandits' lair has all of the following, but the location of the stash will be concealed:
- Bejeweled knife, handle carved in the shape of the deity patron of thieves, with ruby eyes (5k gp)
- A vial of “liquid death” (small, powerful poison, d20 STR damage when ingested, 1 use)
- d20 coats of wolf fur (20 gp each)
- d20 doses of “magic powder” (small, powder to inhale, restores WIL but may cause addiction, see below) (10 gp each)
- Something from the acolyte treasure table (that the acolytes want back)
- Stash of smoke bombs (d100)
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
WIL restoration works the opposite way. The die starts at d12 but lowers in size with each use, down to a d4
Basilisk:
Lair:
- Petrified goose (bulky)
- Petrified dormouse
- Petrified adventurer wearing gambeson (15 gp) and brandishing a partisan (bulky, 2d8, +1 armor in melee. Value 20 gp)
- Additionally, the eyes of a basilisk can be given to an alchemist or wizard to produce an oil able to reverse petrification (each oil produces 1 oil, the other is for payment). The person healed this way will be able to turn to stone at will, as long as they stay still.
Bear:
Lair: the skeletal hand of NPC Berry Tingleback, who has worn a hook since the bear ripped it off (worthless)
Berserker:
Group: instead of rolling for each individual, there’s a 4in6 chance that the group of berserkers is carrying 1 sack of gold coins (100 gp)
Lair:
- Chief’s necklace of animal bones and teeth (1 gp, symbol of strength)
- Chief’s sword with inlaid silver runes (d8. Value 100 gp)
- Three sacks of gold coins (300 gp)
Brigand (d4)
1-2. A magic chest that can contain 2 slots of objects, and can then become small, along with its contents, with a click of a button. It needs to be enlarged again to get something out of it. Protected by a lock with a key. Inside there are 200 gp.
3-4. Small emerald (small, 500 gp)
Buccaneer
Ship:
- A chest containing 300gp
- A bottle of rice wine (100 gp)
- A bracelet of sapphires that reflect the color of the sea, worn by the captain (small, 1k gp)
- Captain’s tricorne hat and cloak (25 gp each)
Bugbear
Lair: 200 gp amassed in a large crack in the wall
Caecilia
Stomach:
- An idol made of unfamiliar material, depicting a weird humanoid creature with large eyes (bulky, worth 500 gp to members of the Stargazers cult)
- A bottle of cherry wine (50 gp)
- An elaborate doublet (50 gp)
Carcass Crawler:
Lair, hidden among the remains of various adventurers (roll for each turn spent searching, reroll duplicates):
1. 100 gp
2. 100 gp
3. Purse containing a topaz of excellent quality (5k gp)
4. Spellbook: obfuscation (changes your appearance or that of a person/object you touch, thanks to an illusion)
Cat, big (lions, tigers, etc): a couple of arrows stuck on its side
Centaur (d10)
1-2. “Horse pants”, leather cylinders that are tied around the legs to protect them, sometimes decorated with fringes, embroidery, etc (1 gp per pair)
3-4. A torch (1 gp)
5-6. Deer livestock (2d10 individuals, value 10 gp each dead or alive)
7-8. “Gardener worm” in a jar (when it burrows under any plant, this one thrives and suddenly grows to impossible sizes)
9-10. Comfortable horseshoes they can slip in and out of. Helps them jump and run on difficult terrain (value 20 gp per set of four)
Chimera
Lair:
- Himation/toga, decorated with golden thread (20 gp)
- Two sacks of gold coins (200gp)
- Bronze muscle cuirass (2 armor, bulky, 40 gp)
- Bronze sacrificial tripod (bulky, 25 gp)
Cockatrice
Lair:
- Book written in a forgotten language, with crude illustrations of reptiles, mundane and fantastical (300 gp)
- Two sacks of gold coins (200 gp)
Cyclops:
Large sack with:
- 500 gp
- Large black pearl (small, 1k gp)
- Spellbook: Control Weather (cyclops can't read though)
- Small potion bottle with a label that depicts a crab: whoever drinks vomits forth a swarm of crabs that obey 1 command. They then disappear into the closest water pool. They can’t do relevant damage but can impede an opponent if required
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