Treasure¶
Monster treasure is split into two categories: Carry Loot and Lair Treasure.
GMs are free to modify the treasure baselines to suit their campaign and/or the scenario at hand. For example, a posse of travelling nobles might use a Lair roll despite being on the road, or a trio of knights might generate one roll each on the Carry Loot table (normally one roll could cover all three). GMs that prefer higher wealth might make more frequent rolls or double rewards. In more frugal campaigns, the GM might make fewer rolls, halve rewards, or treat gp as sp instead. As always, the GM is free to improvise details to better suit the situation at hand.
When a Permanent Magic Item is generated, there is a 66% chance the item has a Discreet magic property, as opposed to an Obvious magic property. Similarly, a One Shot Magic Item has a 66% chance of being a Potion as opposed to a Scroll.
Carry Loot¶
When the party starts looting the bodies of the fallen, it's time to roll on the Carry Loot table. Some enemies might not carry any treasure (animals, giant vermin, etc), but most intelligent humanoids will.
If Carry Loot is appropriate, the GM rolls 1d100 twice and chooses the most appropriate result. GMs might make additional rolls depending on the number of bodies. Generally speaking a Carry Loot entry might cover as many as two dozen individuals.
| 1d100 | CARRY LOOT |
|---|---|
| 1 | 1d4 gp and roll on the Trinkets & Curios table. |
| 2 | Quartz or Agate stone(s) worth 1d10 gp. |
| 3 | 1d4 gp. |
| 4 | 1d6 gp and 50% chance of Flesh Grubs, Treasure Ticks or a random disease (p.123). |
| 5 | Nothing of significance (besides clothes and other obvious gear). |
| 6 | 1d6 gp plus a fire pot (50%) or manacles (50%) tucked into a pocket, pouch or belt. |
| 7 | 1d8 gp. |
| 8 | 1d10 gp. |
| 9 | 1d12 gp. |
| 10 | 2d4 gp and roll on the Trinkets & Curios table. |
| 11 | 1d8 gp plus Turquoise or Crystal stone(s) worth 5d10 gp. |
| 12 | 2d4 gp. |
| 13 | 2d6 gp. |
| 14 | 2d8 gp. |
| 15 | Nothing of significance (besides clothes and other obvious gear). |
| 16 | A fine compass (50%) or sextant (50%) in good working condition. |
| 17 | 2d10 gp. |
| 18 | 2d12 gp. |
| 19 | 5d4 gp. |
| 20 | 3d4 gp and roll on the Trinkets & Curios table. |
| 21 | 2d6 gp plus Jasper or Onyx stone(s) worth 5d20 gp. |
| 22 | 3d4 gp. |
| 23 | 2d6 gp and roll on the Valuables table. |
| 24 | 3d8 gp. |
| 25 | Nothing of significance (besides clothes and other obvious gear). |
| 26 | 1d10 gp plus a vial, bottle or dust pouch of antitoxin (50%) or sleeping draught (50%; ingested, if resisted make a Con check or fall asleep in 2d4 minutes, unless forcefully roused). |
| 27 | 4d6 gp. |
| 28 | 3d10 gp. |
| 29 | 5d6 gp. |
| 30 | 3d4 gp and roll on the Trinkets & Curios table. |
| 31 | 2d6 gp plus Amber or Amethyst stone(s) worth 2d100 gp. |
| 32 | 4d4 gp. |
| 33 | 2d6 gp and roll on the Valuables table. |
| 34 | 4d8 gp. |
| 35 | Nothing of significance (besides clothes and other obvious gear). |
| 36 | 2d4 gp plus a sturdy leather case holding a worn but functional set of lockpicks (50%) or a miniature telescope (50%). |
| 37 | 5d6 gp. |
| 38 | 6d6 gp and 50% chance of a cursed coin. Anyone retaining the coin inexplicably has their Luck reduced by 1 point. The Luck point is restored at the start of the next adventure (assuming the coin has moved on). |
| 39 | 4d10 gp. |
| 40 | 3d4 gp and roll on the Trinkets & Curios table. |
| 41 | 2d6 gp plus Jasper or Topaz stone(s) worth 1d4 x 50 gp. |
| 42 | 5d4 gp. |
| 43 | 2d6 gp and roll on the Valuables table. |
| 44 | 5d8 gp. |
| 45 | Nothing of significance (besides clothes and other obvious gear). |
| 46 | 2d4 gp plus 50 ft of silk rope (50%) or set of six iron spikes (50%). |
| 47 | 6d8 gp. |
| 48 | 5d10 gp. |
| 49 | 8d6 gp. |
| 50 | 3d4 gp and roll on the Trinkets & Curios table. |
| 51 | 2d6 gp plus Jade or Pearl gemstone(s) worth 1d4 x 100 gp. |
| 52 | 6d4 gp. |
| 53 | 2d6 gp and roll on the Valuables table. |
| 54 | 6d8 gp. |
| 55 | Nothing of significance (besides clothes and other obvious gear). |
| 56 | 2d4 gp plus a silver mirror (80 gp) or signal whistle (50%). |
| 57 | 5d12 gp. |
| 58 | 6d10 gp. |
| 59 | 8d8 gp and 5% chance of a Magic Item (90% One Shot, 10% Permanent). |
| 60 | 3d4 gp and roll on the Trinkets & Curios table. |
| 61 | 2d8 gp plus Opal or Moonstone gemstone(s) worth 1d4 x 200 gp. |
| 62 | 7d4 gp. |
| 63 | 7d6 gp and 50% chance an ethereal force takes an interest in the adventurer, following him around for 1d4 days. During this time, spooky but harmless happenings occur (eg: creaky footsteps, items rolling off tables, muted whispering in the wind, and so on). |
| 64 | 7d8 gp. |
| 65 | Nothing of significance (besides clothes and other obvious gear). |
| 66 | 2d6 gp plus an ivory poisoner's ring (worth 50gp), with a single dose of poison (50% chance). |
| 67 | 6d12 gp. |
| 68 | 7d10 gp. |
| 69 | 9d8 gp and 5% chance of a Magic Item (85% One Shot, 15% Permanent). |
| 70 | 3d4 gp and roll on the Trinkets & Curios table. |
| 71 | 2d8 gp plus Emerald, Amethyst or Peridot gemstone(s) worth 1d4 x 300 gp. |
| 72 | 8d4 gp. |
| 73 | 2d6 gp and roll on the Valuables table. |
| 74 | 8d8 gp. |
| 75 | Nothing of significance (besides clothes and other obvious gear). |
| 76 | 2d8 gp plus 1d4 vials of acid (50%) or tripwires (50%). |
| 77 | 7d12 gp. |
| 78 | 8d10 gp. |
| 79 | 10d8 gp and 10% chance of a Magic Item (80% One Shot, 20% Permanent). |
| 80 | 3d4 gp and roll on the Trinkets & Curios table. |
| 81 | 2d8 gp plus Sapphire or Ruby gemstone(s) worth 1d4 x 400 gp. |
| 82 | 9d4 gp. |
| 83 | 9d6 gp and 50% chance this corpse isn't completely dead! The dying (or undead, or animated?) creature might seek to take action one last time, or simply expire in an alarming manner. Magical or apothecary intervention might save the creature at the GM's discretion. |
| 84 | 9d8 gp. |
| 85 | Nothing of significance (besides clothes and other obvious gear). |
| 86 | 2d10 gp plus 1d3 healing salves (50%) or collapsible grappling hook (50%) tucked into a pouch, sack or backpack. |
| 87 | 7d12 gp. |
| 88 | 8d12 gp. |
| 89 | 9d10 gp and 10% chance of a Magic Item (75% One Shot, 25% Permanent). |
| 90 | 3d4 gp and roll on the Trinkets & Curios table. |
| 91 | 2d10 gp plus Diamond(s) worth 1d4 x 500gp. |
| 92 | 10d4 gp. |
| 93 | 2d6 gp and roll on the Valuables table. |
| 94 | 10d8 gp. |
| 95 | Nothing of significance (besides clothes and other obvious gear). |
| 96 | 2d20 gp plus a brace of 2d4 torches (50%) or 1 pint of lamp oil (50%). |
| 97 | 9d10 gp. |
| 98 | 9d12 gp. |
| 99 | 10d10 gp and 15% chance of a Magic Item (70% One Shot, 30% Permanent). |
| 100 | 3d4 gp and roll on the Trinkets & Curios Table. |
Lair Treasure¶
Lair treasure is generally allocated according to the predominant or highest Hit Dice of the recently vanquished. An entry generally covers up to several hundred monsters (consolidated in a base of operations such as a castle, cave complex, temple, etc).
| LAIR TREASURE | |||
|---|---|---|---|
| HD | MAGIC ITEM | GOLD | VALUABLES |
| 1 | 5% (One Shot 90%) | ||
| 2 | 10% (One shot 90%) | ||
| 3 | 15% (One shot 90%) | ||
| 4 | 20% (One shot 80%) | ||
| 5 | 25% (One shot 80%) | ||
| 6 | 30% (One shot 80%) | ||
| 7 | 35% (One shot 70%) | ||
| 8 | 40% (One shot 70%) | ||
| 9 | 50% (One shot 70%) | ||
| 10 | 60% (One shot 60%) | ||
| 11 | 70% (One shot 60%) | ||
| 12+ | 80% (One shot 60%) | ||
Trinkets & Curios¶
The Trinkets & Curios table is for those oddball items adventurers sometimes stumble across. About 90% of the items are non-magical. Many have a touch of mystery about them, or the seed of a side trek. About 10% of the items have a minor enchantment.
If a Trinket or Curio is appropriate, the GM rolls 1d100 twice and chooses the most appropriate result.
3 The riddle's answer is Fish.
| 1d100 | TRINKETS & CURIOS |
|---|---|
| 1 | A 1 ft, deep red and grey feather. If inspected closely, tiny black writing can be seen along the shaft. The writing is in a lost language. If translated, it reads “The Seeking of the Sky God is ended.” |
| 2 | A stained scroll case containing an old chart revealing directions to the Lost Ruins of Ashabat. |
| 3 | A jet black music horn, made of a shell like material, that appears to be in working order. When blown it produces a deep and strangely disturbing sound. If by the water, crabs crawl up onto the shore, drawn to the music. |
| 4 | A single bloodstained tarot card: The Seven of Swords (signifying betrayal and deception). |
| 5 | The broken horn of an Ogre Mage or Minotaur, hung on a leather thong. |
| 6 | Tied up with string are the title deeds to The Hunting Harlot, Port Brax. |
| 7 | A decrepit, and slightly malodorous, preserved rabbit’s foot on a metal chain. Anyone who keeps the foot for a day increases their maximum Luck by 1 point. The Luck point is lost if the owner is separated from the lucky foot. |
| 8 | An intricate eyeglass shaped in the likeness of a yellow cat’s eye. |
| 9 | Three small crystal vials of what appear to be red blood. The vials are marked with druidic signs for son, beastman and bird. |
| 10 | A varnished case containing a string of garlic, two wooden stakes and a silver holy symbol (star & shield icon). |
| 11 | A fragile black paper fan. When unfolded, the fan depicts two mesmerising snake eyes. Once per week one target who observes the snake eyes must make a Luck (Will) save or be subject to Charm Person. Using the fan in this way drains the user of 1 Luck point and requires a roll on the Dark & Dangerous Magic table. |
| 12 | A folded piece of parchment reveals a charcoal sketch of a stunning young woman. A wide lake and a large tree split by lightning are depicted behind her. |
| 13 | A dog whistle fashioned of bone. When used at night, there is a 50% chance of a wild dog with a patch eye appearing from the wilderness. The dog is smart, brave, and friendly to the owner, happy to keep watch or perform other minor tasks if well treated. The dog disappears back into the wilderness every dawn. |
| 14 | A six inch clockwork knight, made up of patchwork metal parts. If wound, the knight shuffles forward up to 20 ft, whirring and clicking, before making a single strike with his miniature sword. |
| 15 | A purple silk scarf, bearing the insignia of House Lorca. |
| 16 | A wide leather belt with a studded bronze buckle. One of the studs opens a secret compartment in the buckle (50%) or releases a two inch buckle blade (50%). |
| 17 | An iron wrought rose of spectacular craftsmanship. |
| 18 | An envelope, wax sealed with the mark of Dominus Cruxus, the infamous Tax Collector of Melek. |
| 19 | Folded parchment containing the notes to a whimsical tune. If hummed, sung or played on a wind instrument, there is a 50% chance a handful of butterflies surrounds the musician. The butterflies depart when the tune ends. |
| 20 | A painted toy boat, in excellent condition. A single child figurine steers the ship. There is space for a second figurine, but it appears to be missing. |
| 21 | Tucked away in a water proof satchel is a sea blue masquerade mask, with a slim wooden handle. |
| 22 | A small, nickel edged book with a hummingbird motif lock. If successfully unlocked, the book contains hand written essays on avian husbandry and training by the reputable (and deceased) Falconer Kothmai, of considerable worth to the right collector. |
| 23 | Fossilized tree sap encasing a six inch dragonfly with elongated tentacles instead of mandibles. |
| 24 | A hemp sack contains a two ft length of reinforced, silvered chain, attached to silvered manacles. |
| 25 | A completely sealed, six inch oak barrel, with sloshing liquid inside. |
| 26 | An impeccable leather carry case marked with the twin moons sigil of the Duskers. Inside are the pieces of an exquisitely crafted miniature crossbow. Assembling the crossbow takes 1 minute. Three needle like bolts with tiny poison compartments are set into the lid (60 ft range, silent, 1d2 damage + poison). |
| 27 | An incredibly heavy, bronze like cube, with alien hieroglyphs marking each side. Once per week, if the hieroglyphs are pressed in a particular order (requiring a successful Int check), the cube resonates a low frequency thrumming, causing all creatures within 20 ft (excluding the user) to make a Luck (Will) save or suffer a moderate madness. Each time the cube is used, the order of hieroglyphs changes, requiring an Int check to decipher. |
| 28 | The serrated tooth of a Bulette (or similar creature), fashioned into a scary looking knife. |
| 29 | A counterfeit coin of the local currency, weighted to favour one side (70% chance of coming up heads). The replica is a perfect copy, apart from the weight, which can be detected by handling the coin and making a Perc or Int check. |
| 30 | A tiny gilded cage with a spotted moth inside, and a medicine dropper filled with nectar. If the moth is released underground, it unerringly flies towards the nearest surface exit. If offered nectar, the moth will happily follow the adventurer, returning to the cage to rest or for protection against predators. |
| 31 | A copper ring with a flat shield motif, polished to a mirror like state. |
| 32 | A fine hide throat collar with bone studs. Once every 1d4 days, the user may press one of the studs to magnify their voice up to 10 times as loud for a few seconds. The enchanted voice may be modified in pitch, and/or accompanied by the sound of distant thunder, lightning or high winds. |
| 33 | A strange yellow candle of foul smelling wax. Inscribed on the bottom of the candle is a single word: the adventurer's name. |
| 34 | An apparently empty glass jar with a whitewood lid. Any attempt to twist the lid loose is immediately met with a loud hissing noise, as if the jar is under extreme pressure. If thrown, the bottle explodes in a 10 ft radius for 3d6 damage. |
| 35 | This corpse has a map tattooed on its back. The map is in an ancient serpentman tongue. If translated, the map reveals the secret location of the Spire of Abartu. |
| 36 | A secure, enamelled box, bound with silver cord. Inside is a purple seedling growing a single golden leaf. An Int (Wilderness Lore) check reveals the plant is Goldenward, long thought to be extinct. Some records suggest it can be made into a special tonic with protective properties. |
| 37 | A multi-coloured gemstone of curious origin. No stone dealer alive is able to identify it. |
| 38 | In a small pouch is a tuft of thick, dark brown hair, bound with string. Over the next few days, hair towards the centre of the tuft seems to grow slightly longer. The hair is from a lycanthrope, and might be a valuable potion or medical ingredient. |
| 39 | A sturdy hide pouch sewn shut with strong fishing line. Something small wriggles inside. |
| 40 | A spare boot stuffed with straw. If the boot is emptied, a dark green, scaled egg is found. The egg is about the size of a child's fist, and is warm to the touch. |
| 41 | A promissory note to Ms Lorthé Toureme, entitling her to “three of the finest racing steeds of the Rinwolde Family Stables.” |
| 42 | A very ancient and ornate bronze oil lamp, badly tarnished and in need of a thorough clean up. From time to time, the lamp seems to creak of its own accord. |
| 43 | A crimson envelope bearing a blue star sigil. Inside is a fine piece of folded parchment in a rare language. If translated, it reads: Alive as thee but absent breath Cold in life as we'art in death Always a thirst we ever drink Clad in mail but never clink3 |
| 44 | Wrapped in a gold handkerchief is a red bamboo Shenzu finger puzzle patterned with white stars. Suspended in the middle of the puzzle is a small, fluffy feather. |
| 45 | A small velvet bag with a tiny padlocked draw chain. If opened, the bag contains the varnished skull of a human baby. |
| 46 | A false eye (either in a pocket or the corpse's replacement eye). The iris snaps open to reveal a small secret compartment. |
| 47 | A gold coloured pill box depicting a single cat on the lid. Inside are the shadows of eight cats. If the owner fails an All Dead or Mostly Dead check, the failure is automatically turned into a success. The next time the owner attempts to locate the box, it cannot be found. |
| 48 | Wrapped in a clean linen cloth is a single, ordinary looking acorn. Sewn into the corner of the cloth are the words High Aldwin. |
| 49 | A wine case containing a bottle labelled Rowfred's Finest Red, depicting a cheery bald fellow, raising his glass with a sly wink. There is a 50% chance the wine has been poisoned. |
| 50 | The left side of a white gold, two halves heart necklace. Inscribed on the back are the words Till next we meet. |
| 51 | A pair of fine, leather gloves, black in colour. The right glove has six fingers. |
| 52 | A cold iron cage lantern, with no oil reservoir or candle spike. The oversized handle ring has a broken chain link attached to it. The lantern is inscribed with runes of holy abjuration. |
| 53 | A small book entitled Path to Forgiveness, edged in gold filigree. Inside, some pages have been cut away to insert a small gold ingot and a handwritten note, stating “As agreed, three more once Father Moon is crow pickings.” |
| 54 | An antique crystal perfume dispenser with a hose and squeeze pump. The top of the dispenser is decorated with a pewter octopus. A green liquid can be seen inside. |
| 55 | A small cane box with the words “Eat Me” imprinted on small nickel plate set into the top. Inside is a small iced cake. |
| 56 | A polished jet black orb that reflects nothing, wrapped in cloth. If the orb is revealed within 2 ft of a small open flame, such as a torch or candle, the flame is extinguished and the orb grows warm for 1d4 hours. Larger fires such as a campfire have a 50% chance of being extinguished. Magical fire, or fires of humanoid size or greater are unaffected. The orb may absorb up to 1d4 fires each day. |
| 57 | A cold iron amulet stamped with geometric designs not attributable to any current day culture. Anyone who wears the amulet does not dream. |
| 58 | A small drawstring pouch containing a 4 inch statuette of pure gold, shaped to resemble a field mouse standing on its hind legs, pawing at the sky (400 gp, but possibly cursed). |
| 59 | An ebony ring carved like entwined vines. If exposed to water, the ring sprouts tiny green leaves. |
| 60 | Wrapped in colourful braided cord, are legal papers entitling the bearer to a one half share in Delecarte's Circus Les Wonderment (a forgery). |
| 61 | A 100 ft coil of giant spider silk rope. The rope is extraordinarily light and strong, with incredible tensile strength and resistance to severing. On the other hand, the rope is highly flammable and burns quickly. |
| 62 | The blackened, clawed finger of the ancient hag Menethorii of the Unseelie Court. Some say the spiteful hag comes for her missing digit every blood moon. |
| 63 | A bronze tablet bound in human skin. The tablet is inscribed in an ancient tongue on both sides. If translated, a rambling account is revealed, seeming to expound the means of communicating with (or perhaps binding?) the demon Uhn-Rgaoon, Child of Whispers. |
| 64 | In a cracked, old map case, is a nautical map with co-ordinates to a mysterious isle recorded as Varn Karagoss (translation Place of Ending). The island is many leagues to the distant north, and is surely encased in snow and ice. The island does not appear on contemporary maps, but is referenced in some rare texts as a burial ground for ancient giant kin. |
| 65 | A crystal bracelet fashioned in a fog motif, with three animal charms attached: a bird, a wolf and an octopus. There are links for two other charms, but they are missing. |
| 66 | A brass bicep bracer engraved with a Genie like figure. Anyone that wears the bracer for 24 hours becomes immune to fire, including magical fire, as long as the bracer is worn. |
| 67 | A lightweight wooden case containing a luxurious feather quill. Two small bottles of ink are also set into the case. The first ink is a faint brownish yellow, and smells like bile. The second is congealed blood. |
| 68 | A hand sized ball of parchment tied up with string. If the string is removed, and the many parchment layers unwrapped, at the centre is a pinch of odourless and tasteless white powder. |
| 69 | A fine ring case festooned with silver filigree, but with no ring inside. A false bottom reveals a coin sized, obsidian disk, depicting a black raven with three eyes. |
| 70 | A pair of plain leather gloves. Across the back of the left glove is concealed a very flat skeleton key/lockpick of incredible workmanship. |
| 71 | A tarnished gold anklet chain with three tarnished charms: a windmill, a boot and a torch. A fourth, gleaming and untarnished charm, is also attached: a sailing ship. |
| 72 | A brass bas-relief, depicting a life like image of the finder's parent, sibling, or childhood imaginary friend, trapped within a gilded cage. |
| 73 | A heavy eight inch gate key, fashioned of cold iron, inscribed with hieroglyphs from an earlier age. If translated, the hieroglyphs translate to Star Door. |
| 74 | A seal stamp made of dark yellow stone that is always cool to the touch. The seal is a leafless tree. |
| 75 | A kraken like statuette, carved from blue and white coral. |
| 76 | In a padded pouch is a small, brass hourglass, filled with a very dense, dark red mist, instead of sand. It is surprisingly heavy. |
| 77 | A tiny opal jar containing two pinches of extremely fine, bright blue dust. If the dust is sprinkled on a non-magical object, it forms into an exact, permanent copy. |
| 78 | A thick journal bound in grubby fur, filled with awful, highly disturbing sorcerous ramblings. Anyone who studies the journal intently (taking a number of days, if not weeks) may learn to cast one 1st level spell per long rest, but also develops an incurable moderate madness. |
| 79 | A white veil with a slim adamantine chain. The chain is incredibly strong, and could be used as a garrotte. |
| 80 | An ebony canister sealed with wax. The canister is filled with ash, in the middle of which are a pair of pulsating, purple pods, connected together by slick, black tendrils. |
| 81 | A hemp sack filled with coal. If the coal is examined, small bite marks can be seen on some pieces. Concealed in the sack are 1d2 Xornlings, diminutive fey that eat rocks and metals. The xornlings have been eating coal for quite a while, and are ready to move onto something more appetising, like steel. Or gold. |
| 82 | A padded tube holds a small, adjustable convex mirror, connected to an extendable rod (enabling the user to peek around corners without exposing himself). The base of the rod includes a small hidden compartment, big enough to fit a small gem, coin or similar object. |
| 83 | A colourful seashell amulet on a string of dark beads. A friendly, amphibious hermit crab lives in the shell, venturing out at night to eat leaves, fruit or meat. If treated well, the crab keeps watch for the wearer, scaring off vermin or pinching the wearer awake if danger threatens. |
| 84 | A drawstring pouch containing three sticks of green incense, stamped with a two headed monkey. Anyone who breathes the smoke of the incense for more than 5 minutes must make a Luck (Will) check or suffer a minor madness for 1d10 days. |
| 85 | A stout smoking pipe apparently made of lacquered wood. In fact the pipe is made from hardened iron, expertly painted to pass for wood, and makes for an excellent bludgeon. The pipe can be used to smoke, but is very heavy, requiring at least one hand. |
| 86 | A glass jar with air holes in the lid, containing a dozen small beetles and some lettuce leaves. If the jar is tapped, the beetles glow brightly, softly illuminating a 5 ft radius. |
| 87 | A brick. Looks harmless enough, but then, most bricks do. Might be inscribed with the words Mr Brick in small writing on one side (50%). |
| 88 | A two inch lead figurine, depicting a striking young priestess, holding aloft a tentacled orb. From time to time, very faint muttering can be heard coming from the figurine. If placed next to a person's ear, the tentacled orb animates, caressing the holder's ear and enabling the muttering to be understood. There is a 50% chance the figurine imparts useful information betwixt disturbing truths mankind ought never know. After learning any useful information, the user must make a Will check or suffer a minor madness. |
| 89 | A drawstring pouch of fifty cold iron caltrops. |
| 90 | A scroll of complex formulae and charcoal sketches, depicting some manner of winged flying contraption. |
| 91 | Two old, stained jars, containing an awful smelling, yellowed viscous sludge. The mix inside is a unique chemical of rare concoction, producing a fast acting glue effect when exposed to air. If thrown at a creature, a Str contest vs Str 16 is required. On a failure, the target is glued to the spot, has his arms glued, his face glued, or some other similar setback. The Str contest may be repeated each round (as an action) to break free. |
| 92 | A steel flask with a safety latch attached. A sloshing liquid can be heard inside. The flask contains a black, putrid smelling brine (diseased; anyone exposed to the smell must make a Luck (Con) save or contract a wasting disease, losing 1d4 Con each day until cured (50%), or a delicious fey honey that increases the user's Perc and Dex by 1d4 points for 24 hours (50%, max 18). Either way, the flask contains two doses. |
| 93 | A thick cotton pouch containing a handful of powerful lodestones (magnets). A single lodestone within two feet of a compass produces false readings. |
| 94 | A sheet of tin rolled up into a scroll bound with platinum cord. The scroll must be unwound to be read, and reveals a chronological star chart, annotated in an alien language. If translated, the chart suggests a once in 433 year planetary alignment, the Ark of Phobos, is imminent. |
| 95 | Mixed in with some coins is a two inch disk of ebony. One side of the disk is inscribed with three intertwined serpents. Those in the know understand the ebony tri-serpent is a symbol of the Six Eyes, a network of informants with links to House Vorrox. |
| 96 | A steel hipflask filled with a fiery whiskey. The brew is particularly potent, requiring a Con check to avoid becoming intoxicated earlier than the imbiber expects. |
| 97 | A small wooden box containing three inches of a pearl coloured horn. A small glass bottle inside the box holds what appears to be powdered horn. A person knowledgeable in Arcane Lore might identify the material as unicorn horn, legendary for its healing properties. |
| 98 | A wooden witchdoctor mask, trimmed with bright feathers and two horns made from the teeth of a large cat or other predator. The mask has three painted eyes and a beak instead of a mouth. |
| 99 | A seven inch, primitive cutting blade made of basalt stone. Wide grooves are carved into the blade and handle to channel blood down to the pommel. The pommel has been crudely worked to resemble a human heart. |
| 100 | Roll on the Valuables table. |
Valuables¶
The Valuables table represents treasure that is not coins, including for example jewellery, ingots, gemstones and art objects.
Rolls on this table are primarily generated from the Lair Treasure table, occasionally from Carry Loot, and any other time the GM feels one or more individual items of value are required.
If a Valuable object is appropriate, the GM rolls 1d100 twice and chooses the result that best fits the circumstances.
| 1d100 | VALUABLES |
|---|---|
| 1 | Roll on the Trinkets & Curios table. |
| 2 | 1d12 quartz stones worth 1d10 gp each. |
| 3 | 1d12 agate stones worth 1d12 gp each. |
| 4 | A three inch carving of a sabretooth cat from the Suurat Jungle (10 gp). |
| 5 | A steel hand mirror with pearl edging (15 gp). |
| 6 | An ornate nickel bell (20 gp). |
| 7 | A tin ring with geometric designs (30 gp). |
| 8 | An intricate bronze necklace (40 gp). |
| 9 | A pure nickel ingot (50 gp). |
| 10 | A gold gilded lantern of a religious order (60 gp). |
| 11 | Roll on the Trinkets & Curios table. |
| 12 | 1d10 crystal stones worth 5d10 gp each. |
| 13 | 1d10 turquoise stones worth 7d10 gp each. |
| 14 | A fine painting of the lost temple of Ortu Menon, nestled at the base of a mountain valley (70 gp). |
| 15 | An old and very rare book; Ophia's Unusual Herbs (80 gp). |
| 16 | A set of platinum eating utensils: a fork, knife and spoon (90 gp). |
| 17 | A copper bicep bracer with a minotaur icon (100 gp). |
| 18 | A brass nose ring of Ancient Suun. |
| 19 | A pure brass ingot (110 gp). |
| 20 | A pouch of silvered caltrops (120 gp). |
| 21 | Roll on the Trinkets & Curios table. |
| 22 | 1d8 jasper stones worth 5d20 gp each. |
| 23 | 1d8 onyx stones worth 6d20 gp each. |
| 24 | An immaculate, water proof cloak of luxurious wool from the fashion houses of Crow's Keep (120 gp). |
| 25 | An obsidian circlet of dwarven design (130 gp). |
| 26 | A five inch ivory statuette of a handsome bard playing a lute (140 gp). |
| 27 | A silver ring with an ivy motif (150 gp). |
| 28 | A finely detailed brass amulet, depicting a primordial sun goddess (160 gp). |
| 29 | A bundle of promissory notes from the Hargraves Mercantile Collective (170 gp). |
| 30 | A silvered hook hand (180 gp). |
| 31 | Roll on the Trinkets & Curios table. |
| 32 | 1d8 amber stones worth 2d100 gp each. |
| 33 | 1d6 amethyst stones worth 2d100 gp each. |
| 34 | A mahogany harp with silver edging (200 gp). |
| 35 | An intricate silver candelabra (210 gp). |
| 36 | A three inch brass orb decorated with a platinum rope pattern (220 gp). |
| 37 | A silver anklet with a dragon motif (230 gp). |
| 38 | A leather forearm bracer studded with small turquoise stones (240 gp). |
| 39 | A pure copper ingot (250 gp). |
| 40 | A silver orb set with holy icons, inscribed with gold (280 gp). |
| 41 | Roll on the Potions table. |
| 42 | 1d6 jasper stones worth 1d4 x 50 gp each. |
| 43 | 1d6 topaz stones worth 1d4 x 75 gp each. |
| 44 | A bronze chalice studded with small onyx gemstones (300 gp). |
| 45 | A finely crafted silver brooch with a lion motif (310 gp). |
| 46 | A six foot tapestry depicting a ferocious battle between armour clad giants in the clouds (320 gp). |
| 47 | A bronze bracelet with gold charms depicting the four elements (330 gp). |
| 48 | A silver necklace with an amethyst pendant (340 gp). |
| 49 | A four ft chest containing colourful bolts of fine silk (350 gp). |
| 50 | A copper bell decorated with small topaz gemstones (360 gp). |
| 51 | Roll on the Potions table. |
| 52 | 1d6 pearl gemstones worth 1d4 x 100 gp each. |
| 53 | 1d6 jade gemstones worth 1d4 x 150 gp each. |
| 54 | A trio of ebony dice with pips inlaid with pearl (400 gp). |
| 55 | A teak masquerade mask, with ornamental jade and a deep purple feather (420 gp). |
| 56 | A one ft bronze sceptre with a claw on the end, encrusted with small bloodstones (450 gp). |
| 57 | An intricate silver double finger ring, depicting a pair of swallows (460 gp). |
| 58 | A pair of ivory earrings studded with tiny diamonds (470 gp). |
| 59 | A small silver ingot (480 gp). |
| 60 | An oak telescope inlaid with a jasper wave motif (490 gp). |
| 61 | Roll on the Scrolls table. |
| 62 | 1d4 opal gemstones worth 1d4 x 200 gp each. |
| 63 | 1d4 moonstone gemstones worth 1d4 x 250 gp each. |
| 64 | A one ft jade statue of a coiled serpent (540 gp). |
| 65 | An ornate silver bowl with a sun motif, rimmed in gold (550 gp). |
| 66 | A six inch articulating hound, fashioned of burnished steel, with a gold key and tiny emerald eyes (560 gp). |
| 67 | A bronze circlet decorated with moonstones (570 gp). |
| 68 | A gold signet ring with a human eye motif (580 gp). |
| 69 | A trio of silver bangles with a corded rope motif (590 gp). |
| 70 | A magnifying glass with a silver crescent moon motif (600 gp). |
| 71 | Roll on the Scrolls table. |
| 72 | 1d3 amethyst or peridot gemstones worth 1d4 x 300 gp each. |
| 73 | 1d3 emerald gemstones worth 1d4 x 350 gp each. |
| 74 | An antique wooden shield plaque, depicting a two headed human, decorated with dark opals and amethyst stones (620 gp). |
| 75 | A lifelike, five ft sandalwood statue of an attractive man (630 gp). |
| 76 | A two ft mahogany chest edged with gold and studded with amber gemstones. The chest's lock is inordinately difficult to pick (imposing disadvantage with a -3 penalty. 640 gp). |
| 77 | A silver necklace with a gold pendant in the shape of a dancing flame (660 gp). |
| 78 | An ebony ring studded with small peridot gemstones (670 gp). |
| 79 | A four inch alabaster skull, decorated with platinum lines and tracings (680 gp). |
| 80 | An ivory signal horn with intricate bronze capping, encrusted with amber gemstones (680 gp). |
| 81 | Roll on the Magic Items (Discreet) table. |
| 82 | 1d2 sapphire gemstones worth 1d4 x 400 gp each. |
| 83 | 1d2 ruby gemstones worth 1d4 x 450 gp each. |
| 84 | An ancient pair of cold iron gauntlets, decorated with holy symbols and moonstones (720 gp). |
| 85 | An ebony walking cane with a hardened platinum tip and opal octopus handle (740 gp). |
| 86 | An exquisite ten inch silver tree sculpture, leaves studded with tiny diamonds (850 gp). |
| 87 | A silver crown with platinum tracery in a cloud motif (900 gp). |
| 88 | A platinum ring with a lion motif (1,000 gp). |
| 89 | A small gold ingot, stamped with the boar sigil of Jarl Osgerd (1,100). |
| 90 | A platinum compass with gold markings (1,200 gp). |
| 91 | Roll on the Magic Items (Obvious) table. |
| 92 | 1d2 diamonds worth 1d4 x 500gp each. |
| 93 | A small unmarked platinum ingot (1,300 gp). |
| 94 | A blacksteel breastplate decorated with a gold and platinum griffon motif, highlighted with small rubies (1,400 gp). |
| 95 | A silver incense brazier and chain, studded with amethyst gemstones (1,500 gp). |
| 96 | A gold quill studded with small diamonds (1,700 gp). |
| 97 | A fine platinum necklace decorated with ruby encrusted teardrops (1,800 gp). |
| 98 | A gold crown decorated with small emeralds (2,000 gp). |
| 99 | A single perfect diamond worth 2,500 gp. |
| 100 | Title deeds to Eventide Isle, located in one of the larger inlets of Lake Argos. |
One Shot Magic Items¶
In a low fantasy setting, all magic items are rare, but one shot items such as potions and scrolls are more common than permanent items.
Potions¶
Potions come in a variety of containers, including vials, flasks, jugs, waterskins, powder satchels and so on. A potion lasts for 1d6 x 10 minutes unless indicated otherwise, or the imbiber may end the effect early by spending an action. Each time a potion is used, the imbiber must check for a Dark & Dangerous Magic effect, as if they had cast a spell. If an effect does not trigger, the imbiber's DDM chance increases by 1, as usual.
| 1d100 | POTION |
|---|---|
| 1-2 | Invisibility |
| 3-5 | Abrupt Diminution |
| 6-7 | Betwixt Time & Space |
| 8-10 | Borrowed Talent |
| 11-12 | Gaseous Form |
| 13-15 | Deny Fate |
| 16-17 | Dragon's Breath |
| 18-20 | Draught of Courage |
| 21-22 | Dwarven Snout |
| 23-25 | Earth Asunder |
| 26-27 | Flame Aegis |
| 28-30 | Giant Strength |
| 31-32 | Glad Fortune |
| 33-35 | Life Leeching |
| 36-37 | Perfect Timing |
| 38-40 | Phasing Form |
| 41-42 | Poison |
| 43-45 | Fly |
| 46-47 | Dispel Magic |
| 48-50 | Sharpened Senses |
| 51-52 | Clairvoyance |
| 53-55 | Suggestion |
| 56-57 | Spider Essence |
| 58-60 | Strange Shifting |
| 61-62 | Towering Growth |
| 63-65 | Uncanny Communion |
| 66-67 | Freedom of Movement |
| 68-70 | Water Mastery |
| 71-72 | Levitate |
| 73-88 | Cure Light Wounds |
| 89-91 | Cure Serious Wounds |
| 92-94 | Cure Minor Injury |
| 95-97 | Regenerate |
| 98-100 | Restoration |
Invisibility: As the spell.
Abrupt Diminution: You instantly shrink to a minimum height of six inches.
Etherealness: As the spell.
Borrowed Talent: You steal one ability from the next creature you touch, including the ability to cast a specific spell, if desired (a Luck (Will) save resists).
Gaseous Form: As the spell.
Deny Fate: You may cause any one roll that affects you to be rerolled.
Dragon's Breath: You breathe fire, lightning, acid or poisonous gas in a cone 60 ft long and 20 ft wide at the base, causing 10d6 damage (Luck (Dex) save for half).
Draught of Courage: Gain immunity to fear, madness and a +2 bonus to attacks and damage.
Dwarven Snout: You sniff out large quantities (at least 500 gp worth) of treasure (coins, art objects, gems, etc) within 500 ft.
Earth Asunder: You can burrow through earth, stone, metal and wood at a rate of 5 ft per minute. Magical material or warded areas have a 50% chance to resist the effect.
Flame Aegis: You are immune to normal fire and suffer only half damage from magical fire.
Cure Light Wounds: As the spell.
Giant Strength: You gain Str 22 (modifier +5) for melee attacks, damage and acts of strength.
Glad Fortune: Restores 2d4 Luck points.
Life Leeching: Your touch drains 2d6 hit points from a living target, and you heal the same amount. Each time you drain hit points in this way, make a Dark & Dangerous Magic check.
Cure Serious Wounds: As the spell.
Perfect Timing: You gain advantage on Luck rolls, and enemies suffer disadvantage on attacks against you.
Phasing Form: You move at twice normal speed and physical attacks against you have a 50% miss chance.
Poison: 1d4 doses of poison.
Restoration: As the spell.
Fly: As the spell.
Dispel Magic: You may cast Dispel Magic once during the time the potion lasts. Alternatively, if you fail a Luck save to resist magic, you may use the potion effect to negate the spell (for yourself only) instead.
Sharpened Senses: You can see in normal darkness, gain echolocation like a bat and the olfactory sensitivity of a bloodhound.
Clairvoyance: As the spell.
Cure Minor Injury: As the spell.
Suggestion: As the spell.
Spider Essence: You may walk up walls and on ceilings etc like a spider.
Regenerate: As the spell.
Strange Shifting: You may change shape into another single humanoid or natural animal form. You gain the physical capabilities of the creature you mimic, but retain your intelligence and personality. You may change back and forth between your real form and the other form using an action.
Towering Growth: You grow up to 20 ft in height. Your Str increases to a minimum of 16. Your weapon die increases by two categories (dice categories are: d2, d3, d4, d6, d8, d10, d12, 2d8, 2d10, etc).
A green glass vial with a white label featuring a stylized green and white design, likely representing a magical potion. The vial is shown at an angle, with its cap at the top right. The label has some text and a decorative border, but the details are not clearly legible. The vial is set against a light, textured background.
Uncanny Communion: You can speak, read and understand all languages. There is a 10% chance this effect becomes permanent.
Freedom of Movement: As the spell.
Water Mastery: You can breathe water, swim as fast as a shark, and walk on water if you wish.
Levitate: As the spell.
Scrolls¶
Magical scrolls contain spells that anyone may attempt to cast (including the illiterate). Part of their enchantment includes the ability to read and comprehend the arcane runes contained within.
A non-magic user attempting to use a spell scroll, or a magic user attempting to use a spell scroll of higher level than she can normally cast, requires a successful Int check. On a successful check, the spell is cast as intended. On a failed check, the spell is miscast, and instead of the intended effect, the user rolls on the Dark & Dangerous Magic table. Casting a spell from a scroll may be interrupted, just like a normal spell. Scroll based spells add to a character's Dark & Dangerous Magic tally the same as normal spell casting. To determine which spell(s) is inscribed on a scroll, roll 1d20 and consult the relevant spell level list.
Permanent Magic Items¶
In a low magic setting, permanent magic items are very rare and each item is a unique piece. This is partly due to the scarcity of spell casters (and other sources of power capable of creating them), and partly because the process is long and arduous.
In order to permanently enchant an object, the creator must sacrifice a portion of their personal power, binding it to the item for as long as it persists, a price many spell casters are not prepared to pay. In addition, it is sometimes necessary to bargain with otherworldly forces to complete the creation process (a prospect most magicians prefer to avoid).
On the one hand, whilst permanent magic items are infrequently made, once created, they are incredibly hard to destroy, and often endure for hundreds (if not thousands) of years. An adventurer stumbling across a magical sword is likely to find one fashioned in the style of a past age rather than the present. Similarly, an amulet of mystical power is more likely a druidic token from a lost tribe rather than recent invention. A permanent magical item cannot be destroyed by ordinary means (although they can be damaged, albeit often not easily). The GM determines how a particular item might be destroyed or disenchanted.
| 1d100 | SPELL(S) |
|---|---|
| 1 - 25 | 1st level spell |
| 26-40 | 1d4 x 1st level spells |
| 41-50 | 2nd level spell |
| 51-60 | 1d4 x 2nd level spells |
| 61-70 | 3rd level spell |
| 71-75 | 1d4 x 3rd level spells |
| 76-80 | 4th level spell |
| 81-85 | 1d3 x 4th level spells |
| 86-90 | 5th level spell |
| 91-95 | 1d2 x 5th level spells |
| 96-100 | 6th level spell |
Appearance and History¶
Each magic item has its own special appearance or feel, and a unique history. An enchanted object need not be flashy or made of expensive materials, but anyone who wields it understands there is something different about it. Perhaps a sword never dulls, a gnarled staff is warm to the touch, or a breastplate moulds itself to fit the wearer perfectly. Items such as these endure over generations, developing histories of their own as they pass from one keeper to the next.
The GM determines the form of a magic item. Alternatively, roll twice on the table below and use or improvise the most appropriate result.
| 1d20 | Object | 1d20 | Object | 1d20 | Object | 1d20 | Object |
|---|---|---|---|---|---|---|---|
| 1 | Necklace/Amulet | ||||||
| 2 | Gemstone | ||||||
| 3 | Ring/Earring | ||||||
| 4 | Glove/Gauntlet(s) | ||||||
| 5 | Forearm/Bicep Bracer(s) |
Attunement¶
All permanent items require the user to bind themselves to the object before being able to access its properties. This process might take minutes, hours or days, varying from item to item. Once bound however, the adventurer and object establish an intangible but undeniable sorcerous connection; a mysterious joining that matures over time.
When an adventurer first attunes to an item, they usually gain access to a single property from the table below. Over the course of the adventurer's career however, further properties might be unlocked at the GM's discretion. Whether these additional powers were latent properties, or new enchantments imbued through external events, is up to the GM. The additional properties might have an underlying theme, or they might not, depending on the story involved.
Designer's Thoughts
Magic items that improve over time are intended to help keep the number of magical items low, consistent with a low magic world, whilst still allowing players to gain new and interesting abilities as they level up.
Using Magic Items¶
Most magic items require an adventurer to spend an action to activate an effect, but others offer a benefit at no action cost. Whenever a magical power is triggered, a 1d20 is rolled to check for a Dark & Dangerous Magic effect. The chance to trigger an effect escalates each time a magical effect is used, as if the user had cast a spell. Permanent magic items that allow the user to cast a spell generally cast the spell at the level of the user, but are not subject to the usual spell interruption rule.
Properties¶
The GM determines the special properties of permanent magic items. Example properties are split into two types: Obvious and Discreet. Obvious properties tend to have flashy or clearly supernatural effects. Discreet powers are more difficult to detect. Generally speaking, a permanent items has a 66% chance of a discreet property as opposed to an obvious one.
| 1d100 | OBVIOUS PROPERTIES |
|---|---|
| 1-3 | Lightbringer: Once every 1d4 days, the user may spend an action to release a burst of blinding daylight; all creatures within 30 ft must make a Luck (Dex) save or be blinded for 1d4 rounds. |
| 4-6 | Winged: Once every 1d4 days, the user may spend an action to sprout wings (feathered, scaled or membranous) to fly (use Fly rules). |
| 7-9 | Ghostform: Once every 1d4 days, the user may spend an action to turn insubstantial (as Betwixt Time & Space) for 2d4 rounds. |
| 10-12 | Trickster: Once every 1d4 days, the user may cast Disguise Self. |
| 13-15 | Fallbreaker: The user of this object is subject to a constant Featherfall spell. Check for a Dark & Dangerous Magic effect every time the protection is used. |
| 16-18 | Lightning: Once every 1d4 days the user may cast Lightning Bolt. |
| 19-21 | Displacement: From time to time, the user is protected by an illusory displacement effect, misdirecting physical assaults. Every physical attack that targets the user (only) has a 20% miss chance. Check for a Dark & Dangerous effect each time a miss occurs. |
| 22-24 | Sabretooth: Once per week, the user may spend an action to summon a sabretooth cat. The monster follows the user's directions and remains until slain or 1d4 hours, whichever occurs first. |
| 25-27 | Vampiric: When the user is Staggered, if the user injures a living creature, the user may heal 2d4 hit points. Check for a Dark & Dangerous Magic effect each time the user heals. |
| 28-30 | Frightful: Once every 1d4 days, the user may cast Fear. |
| 31-33 | Disintegration: Once per week, the user may touch the item to another object, instantly turning the target object to dust. The target object must fit within a 10 ft cube. If the target object is possessed by another creature, a Luck save resists. |
| 34-35 | Chaos Boon: Once every 1d4 days, this item mimics the effect of one random potion. The user understands the nature of the boon before deciding whether to spend an action to invoke it. The boon automatically changes every 1d4 days. |
| 36-38 | Giantblood: Once every 1d4 days, the user may spend an action to grow to 9 ft and increase her Str score to 20, gaining +4 to hit and damage for 2d6 rounds. |
| 39-41 | Shifter: Once every 1d4 days, the user may invoke the effect of a Strange Shifting potion, except the duration is 1d10 minutes. |
| 42-44 | Spell Shield: Once per week, the user may make a Luck save to capture a spell that includes the user as a target, storing the magic in the item (and negating the spell's immediate effect). The user may spend an action to cast the stored spell at a later time. your liking (eg: the OGL Rod of Wonder). |
| 69-71 | Hurling: After being thrown, this item flies back to the user's hand before the end of her turn (if desired). When used to make a thrown attack, the item criticals on a natural 17-20 attack roll. Test for a Dark & Dangerous Magic effect on a critical hit. |
| 72-74 | Fey Passage: Once every 1d4 days, the user may cast Invisibility. |
| 75-77 | Scrying: Once per week, the user may observe (like Clairvoyance) a named entity on the same plane of existence for 1d6 minutes. The user must complete a ritual taking 1d4 hours before invoking this effect. Scrying is blocked by a thin sheet of lead, or stone or wood more than 1 ft thick. |
| 78-80 | Cloudrunner: Once per week, the user may spend an action to summon a small flying cloud chariot. The cloud chariot has a move rate of 60 ft and can carry two sitting humanoids or four standing. The chariot lasts for 1d4 hours. |
| 81-83 | Serpentine: The user may spend an action to transform the item into a giant serpent (see monster entry for details). The serpent obeys the user's directions. The monster remains until slain (reverting back to object form) or 1d4 hours, whichever occurs first. |
| 84-86 | Storm Caller: Once per week, the user may summon light, moderate or heavy weather of his choosing, ranging from pleasant sunshine, oppressive heat, torrential rain, thunderstorms and/or dangerous winds. Catastrophic weather such as cyclones or tsunamis is generally not possible. The unnatural weather lasts for 1d4 days and spreads over a 1d10 mile diameter region. In order to summon the weather, the user must complete a 1d4 hour ritual. Test for a Dark & Dangerous Magic effect each day the weather persists. |
| 87-88 | Opening: Once every 1d4 days, the user may spend an action to open any and all locks, manacles, knots, barred doors or blocked entry ways within 30 ft. |
| 89-90 | Transforming: This item has two forms: a weapon and a brooch, ring or other piece of innocuous jewellery. The user may spend an action to instantly transform the item from one form to the other. |
| 91-92 | Obscuring Fog: Once every 1d4 days, the user may spend an action to fill a 60 ft diameter area with thick smoke, fog or mist. All creatures in the area are blinded. The smoke, fog or mist naturally disperses within 1d6 x 10 minutes. |
| 93-94 | Searing Ruin: Once per week, the user may spend an action to shoot a searing beam at one target within 120 ft. The beam causes 10d10 fire damage (Luck (Dex) save for half). |
| 95-96 | Soul Trap: Once every 1d4 days, the user may spend an action to trap the soul of a recently deceased creature (within 1d4 rounds) in the item by touching the corpse. At a later time, the user may cast Speak with Dead, which releases the soul, or Cure Serious Wounds, which harvests it. Test for a Dark & Dangerous Magic effect when a soul is trapped. |
| 97-98 | Unseen Force: Once every 1d4 days, the user may cast Unseen Hand. |
| 99-00 | Dark Blessing: The user does not age, and gains a 50% chance to negate undead based level drain or attribute drain. Test for a Dark & Dangerous Magic effect each time an undead effect is negated. |
| 1d20 | DISCREET PROPERTIES |
|---|---|
| 1 | Indestructible: The item cannot be marked, damaged or destroyed by anything less than a supernatural entity of demigod like status. When reduced to zero hit points, the user has advantage when determining (i) whether he is All Dead or Mostly Dead, and (ii) when rolling on the Injuries & Setbacks table. |
| 2 | Beheading Blade: This weapon is impossibly sharp against flesh, bone and sinew. On a natural 19 or 20 attack roll, the target loses a limb or is beheaded. Check for a Dark & Dangerous Magic effect each time this occurs. |
| 3 | Telepathic: the user may communicate telepathically with one intelligent creature at a time within 120 ft. A recipient may respond in kind if it wishes, assuming it understands the user's language. This ability is at will. Check for a Dark & Dangerous Magic effect after each telepathic conversation. |
| 4 | Magic Resistance: The user gains continual 50% magic resistance (including against beneficial effects). The user can turn this resistance on or off with an action. Check for a Dark & Dangerous Magic effect each time the magic resistance negates a magical effect. |
| 5 | Speaker of Tongues: The user understands, speaks and reads all languages. Test for a Dark & Dangerous Magic effect after each translation or conversation in a language normally unknown to the user. |
| 6 | Resilience: The user reduces all damage suffered by 2 hit points, and critical hits against the user are treated as normal hits instead. |
| 7 | Fortune: The user gains a 33% chance to ignore any reduction of her Luck attribute. Test for a Dark & Dangerous Magic effect each time the effect occurs. |
| 8 | Deflection: Once per round, after being hit by a ranged attack, the user may choose to make a Dex check to negate the attack. |
| 9 | Darksight: Once every 1d4 days, the user may cast Darkvision. |
| 10 | Mage Sight: Once every 1d4 days, the user may spend an action to detect within 60 ft (i) magic, (ii) invisible creatures or objects, and (iii) illusions. The effect lasts for 1d6 x 10 minutes. |
| 11 | Thiefly Arts: Once every 1d4 days, the user may automatically succeed at picking a lock, picking a pocket, hiding or moving silently. This ability may be invoked immediately after failing the roll to attempt such an action. |
| 12 | Jack of All Trades: While the user possesses this item, they count as trained in all skills, and gain one additional Reroll Pool die. Test for a Dark & Dangerous Magic effect when applying a bonus skill or reroll die. |
| 13 | True Grit: When Staggered, the user gains a +2 bonus to AC, and rerolls any failed Luck saves. Check for a Dark & Dangerous Magic effect when a Luck reroll succeeds. |
| 14 | Sure Striking: Once every 1d4 days, the user may turn a missed attack roll, or ordinary successful hit, into a critical hit instead. |
| 15 | Uncanny Parry: Once every 1d4 days, the user may negate a melee attack that would otherwise hit or damage him. |
| 16 | Natural Prowess: Anyone may wield this weapon or don this armour even if it is not on their class list. Test for a Dark & Dangerous Magic effect during each combat in which the weapon or armour is used. |
| 17 | Sixth Sense: The subject is never surprised, automatically wakes from sleep if in danger, and gains advantage on initiative checks. Test for a Dark & Dangerous Magic effect each time the user may have been surprised, but for this item. |
| 18 | Shroud of Secrets: The user has advantage on all knowledge checks and may sometimes make a check for information she couldn't possibly know (GM discretion). Test for a Dark & Dangerous Magic effect if both dice roll 15 or higher, or the user recalls information they could not know. |
| 19 | True Blood: The user is immune to poisons and diseases of all kinds (including magical). Check for a Dark & Dangerous Magic effect each time this protection triggers. |
| 20 | Fleet of Foot: The user gains a +15 ft bonus to his speed, and has advantage on Interception and Chase checks. Check for a Dark & Dangerous Magic effect each time the user exceeds his normal speed. |