YOU ARE THE WORLD AND ITS INHABITANTS

If players are the lifeblood of a good tabletop session, then the Dungeon Master is the heart. You will move the fluid of the story, lift the pressure, and release it. You will go unseen, never stop improving, and dedicate yourself to bringing out the best in others.


Here you will find tables and charts for design adventures, figuring damage and resolving encounters in a typical adventure, and lists of ideas.


GETTING STARTED

The blank page is the most difficult obstacle to any DM. Answer three questions to begin ANY game-creation genesis, or when you're just not sure how a game will come together:


1: Where are the heroes? = LOCATION.


2: What is their goal? = GOAL.


3: What stands between the two? = OBSTACLE.

This is the essence of everything you'll create, referee, describe, and resolve at the table! If you're still drawing a blank, you can almost answer at random and still seed your story, adventure, or even campaign with novel ideas that will start
to create themselves.



EASY AND HARD CASES

Once players get the hang of this terminology, you won't need to remind them. EASY and HARD rolls can also apply to monsters and enemies. If a hero is hiding or behind cover, the monster's roll can be HARD.


WHEN TO ROLL EASY (grants ADVANTAGE):
• Character already tried and failed in their previous TURN.
• Character has specific training.
• Character being helped by another.
• Obstacle is rickety or barely intact.
• The task is very simple or obvious.
• Character is far larger than obstacle.
• Character has time to be careful.
• Character has had repeated successes with similar types of tasks.
• Character has special LOOT or temporary effects to help the task.

WHEN TO ROLL HARD (imposes DISADVANTAGE):
• Character unfamiliar with the task.
• Superhuman to expect success.
• Chaotic surroundings distractions.
• Character is badly injured or stunned.
• Using improvised tools or implements to work the task.
• Character in a big hurry.
• Darkness or visibility limited.
• Environmental elements like extreme cold, heat, rain or wind.
• Character being attacked trying to do something else.

THE TARGET DIFFICULTY (TD) ESCALATION


When players are smoothly used the TARGET DIFFICULTY,  it's time to put them on edge by ESCALATING the TD. This means you reach out to that big D20, and change it to a higher number! Do this when they move to the next encounter, the weather blasts in, or an enemy casts a massive area spell. Without even explaining what just happened, mechanically.


The only rolls happening at the table that doesn't use the TD are:

-Monsters / Enemies / NPC's attacking Player Characters. In that case, roll your monster's STR or DEX bonus on a D20 against 10 + PLAYER DEFENSE. Using player DEFENSE as a to-hit target gives players the detail that makes them stand out in the game, and lets them upgrade over time.

-Confronted rolls. Some kind of D20 roll against another (generally Core Stats Checks). Simply the higher result wins!

All other monster / enemy /npc checks are against the TD as normal... BUT...

...a high TD for the PC's does not mean that it is so for their enemies! On the contrary, the fact that the environment is difficult for the heroes means that it is easier for their opponents. 

Although enemy NPC's and monsters don't make many casts against the TD (except when they make spells or something circumstantial), the DM can assume to reduce the scene's TD by up to 3 points for them. 

At the same time, if the PCs manage to modify their TD in their favor, that modifier can be applied against their enemies.

TARGET DIFFICULTY GUIDE

TD 10: Beginner encounters, easy conditions, home base, clear weather or high ground. Players will dominate the situation with this TD.

TD 12: The supreme AVERAGE TD, to be USED IN ALMOST ALL ENCOUNTERS. A level playing field that just always feels right.

TD 15: For a group with experience or good gear. Rough enviorment conditions, low light, smoke, cramped spaces or frightening situations.

TD 18: Brutal. This will be almost impossible for players, but force them to find a way to lower the number immediately. This TD is reserved for most difficult, most confusing or obscured conditions including magically-induced obstacles or obfuscation.

REDUCING TD

Remember, players can try to reduce the current TD. Some of the abilities directly mention how a player can reduce TD, but everyone can also work from custom cases that fit the scene, encounter or situation.

The TD is dynamic, even allowing the environment or enemies to INCREASE or even RANDOMIZE the TD.

TARGET MINIMUM: Players can never reduce a TD by more than 3 points. So a TD 15, can never go below 12.


USING HEARTS

Is everything just 1 HEART / 10 EFFORT? No! Knowing when to raise or reduce HEARTS on your foes and challenges is a key piece of challenge escalation. Just like the TD, when you escalate challenges, enemies, or tasks from 1 HEART to 2, players take notice. Such escalation gives a clear, easy-to-measure category of difficulty. Players are always wondering how much damage they have to do. When, and when not, to reveal becomes a muddy decision for a DM. The HEART system solves all that. It's like saying "this is hardness class 1" then later "12 Effort won't do, this monster has 2 HEARTS." 

ADD A HEART

Jumping from 1 to 2 HEARTS is huge, not to mention monsters with 4 or more.

Here are a few examples when to load 'em up:
• Creatures are magically enhanced.
• A chest holds insanely epic items.
• There is less than 3 of a Monster in a battle.
• Enemies are near a rallying point.
• Enemies have moral momentum.
• Obstacles are of vastly superior technology.
• Obstacles or barriers are massive in scale.

As a rule of thumb, most of your game can be 1 HEART challenges and enemies. Even more powerful characters don't make 10 Effort on a single roll that often. Just remember that when characters 'gang up' on an enemy or task, they will eat up Hit Points fast, so load your 'bosses' with 4 or more HEARTS to make them a challenge.

SIMPLER EFFORT

Many times, even 1 HEART can seem like too much EFFORT or too much detail for tasks. Remember that using HEARTS ♥ on tasks is a way to delay completion of a desired action, and delays aren't always fun! Use a three-part system to speed things up:

FAILED ATTEMPT: NO EFFORT MADE
SUCCESSFUL ATTEMPT: HALFWAY
CRIT SUCCESS: DONE INSTANTLY!


INITIATIVE AND TURNS

Our DnD uses the oldest board game tradition of them all: clockwise turns. The DM represents environmental hazards monsters and NPC's and rolls for those on her turn. When the action kicks in everyone on the table roll a D20, unmodified, to see who starts the sequence. This is worth doing, because if the DM wins that roll, things can get crazy quickly.

Finally, players can use the clockwise turn order strategically. They could use SEATING as their marching order! Be clear with them about this, as it is an innovative way to control turn order in play.

For example, placing a group's healer at the GM's right insures group recovery just before the GM's turn. Putting tank type characters first gets the shields out front, and so on. If the group wants to change the order, they can get up and rearrange!

Remember, just chatting and role playing a bit is fine ANY TIME.

TURNS AND ROUNDS

The regularity of this turn order will give you another way to stir things up during an adventure. By simply counting time in two ways, you can disrupt player tactics with enemies or events.

There is TURN time and ROUND time.

"In 3 TURNS, reinforcments will arrive!" This timing means after 3 players or the GM take their turn, a new group of enemies will get into the place. Creating events and enemies that operate in turn time will disrupt the usual flow.

"In 3 ROUNDS, another Colossus will be assembled." Measuring time this way is far slower and more predictable. It's useful for marking the bigger events in an encounter and useful for the type of time measured by TIMERS. Usually a D4 (or D6) can be used to determine randomly the time. Rolling their face a way to control the time passing.


ROOM / SCENE DESIGN

An Encounter is a scene, or chunk of gameplay, that plays out in one space or connected spaces, to form challenges for player progress. You only need 3 or 4 of these spaces to make a full night of action! Don't let the word 'room' throw you off. It can be any cohesive space such as a patch of creepy forest, a giant cargo bay, the deck of a ship. On the other hand, it can be a room: a torture chamber, a cavern filling with lava, a hive-like pit of insects. However you dream it up, these principles and archetypes will give you innovative, detailed, and dynamic rooms to challenge and terrify your beloved players.

THE D.E.W.

Every encounter you create needs three things: Danger, Energy, and Wonder.

DANGER
Danger is the consequences if players FAIL. Often in tabletop games, players become brazen. They conquer all the encounters, and fear nothing. You will break that trend. Villages will fall to famine and death without their help, the innocent will burn, souls will be damned, and all they dreamed of will not only be lost, but erased from history. Make failure dire as the blackest night of creation! Each room you design will have a beginning and a goal. If that goal is not reached, death will be the very least of their problems.

ENERGY
There is no overstating the importance of a boisterous, engaged group and DM to make a session great. As the curator of the fun, you must ensure that energy stays high throughout the encounter. Do not let ANYTHING create a lull that could let the peril seem distant. Ensure that your encounters have sustained energy by keeping your notes brief and easy to recall. Move from turn to turn with excitement, and always call CHARACTER NAMES not PLAYER NAMES. Keep eyes and ears right there with you. Enhance things they find interesting, and discard whatever leaves them flat. After each encounter, players should be dying for a break. Make it intense.

WONDER
Many DMs master the first 2 DEW principles. So why do so many games fizzle? Often, it is a lack of WONDER. WONDER is the most challenging area for the DM to create. It is the imagery and descriptions that are awe-inspiring to visualize: colossal objects in space, dizzying pits in Hell, seas of monsters, or scenes of abject terror writ large! Whatever your scene, take one piece and make it grand. Make it ancient, gigantic, crumbling, burning, infested, arcane, or arachnid! Tell them of the sweeping waves crashing like thunder, the soaring black wings in a tornado of fire, or an anchor the size of a city slamming into the stone like a hammer of God. Show them the world is older than time and more profound than lost love. Hide a God in a flower, or cast them across the centuries with a kiss. In tabletop games, there is no limit to what you can conjure, so GO BIG! The easiest way to do this, all that hugeness aside, is with the creatures they encounter. Let them battle the giant, the mutated, the flaming, or the spectral! Don't limit their foes to evil humanoids, scores of anonymous 'orcs,' or disposable zombies. Surprise and amaze them! Here's where your knowledge of movies, history, world culture, and literature will all come in handy. The players should look back on their exploits and shake their heads with disbelief... "remember that time...."

THE THREE T'S

Players all over the world have already put this simple method to use, with great effect. Simply put, each encounter you create must include a TIMER of some kind, a THREAT to impede or endanger them, and a TREAT they can use to overcome. Exactly how you fill the trifecta will give you infinite variety, but with a sort of familiar echo that players will come to fear, search for, and rely on.

TIMERS
Get started by inventing some inevitable danger or event. The danger can be unknown or out in the open. Roll your D4 and place it in view. On each GM turn, reduce it by 1. When it counts to zero, the SOMETHING happens. This die is also known as the SUSPENSE DIE. Also consider ticking your TIMER down early when a roll is failed or something happens to accelerate the impending doom.

In 1D4 ROUNDS (OR TURNS)...
• molten lava will fill the room!
• something terrible will happen...
• skeleton army will break through!
• the bridge will collapse!
• your torch will flicker out...
• the ship will crash into the rocks!

Using Timers has unlimited applications for lending imminence to any situation. They'll learn that a 1 is terrible, and a 4 worth a breath of relief... OR IS IT?

TIMER DAMAGE

Just like TD DAMAGE, TIMER DAMAGE is a term for players' ability to delay or hasten events with their ABILITIES and EQUIPMENT. Once a TIMER is on the table, players should always feel welcome to work against it in their favor. Here are a few examples.

ROOM ON FIRE: The cabin may be burned to cinders in 3 ROUNDS, but a player using an extinguisher, water magic, or other means could delay that outcome by 1 ROUND for each TURN used fighting the flames. "Get them out! I'll hold the fire here!"

THE PORTAL IS FORMING: We've all had encounters where an escape route is all too slow to arrive. Players could assist magical effects, boost the power output of an allied mage, or destroy warding runes to hasten a portal. Super effective efforts reduce the TIMER by D4 ROUNDS! "By all the old Gods! I add my doorway spell to yours! Haraban, portoli, infernum!"

THREATS
This is the easy part. Every room has a monster, a trap, a fireball, or some kind of damage-doer set to kill, eat, or capture hapless victims. Keep your DM notes simple by listing "Threat: Bugbears, Spikes" and the rest can live in your doodle
map or be improvised on your table.

The creatures here are...
• twisted with some reddish mutation or blight.
• being consumed by blue flame.
• howling with the faces of victims.
• furious and foaming at the mouth!
• sluggish and half-dead.
• wearing ancient, burnished armor in scales.

TREATS
Every puzzle has its solution. That little shrub in the corner with the healing berries, the hidden lever that releases the boulders, or the crumbling pillar that can be toppled into the iron gate...these are examples of TREATS to balance out your encounters and give players an edge.

For each 'room' you create, plant at least one TREAT to be discovered. Maybe it's in plain sight or requires a Scouting Check to spot. It might be an environmental detail or a device that can be turned against its master. Skilled players will soon learn to seek answers beyond brute force. If they start asking 'where's the Treat here,' you might be a bit obvious with your designs, but it's still better than a world not worth investigating! Encourage them to look for clues by making clues the key to victory. This is the art of the TREAT.

Peering ahead in the gloom, you see something you missed before...
• A lever that vents burning hot gas.
• A teetering boulder above the cavern floor.
• Vines of Goodberries grow in the shadows.
• A series of runes that empower the reader.
• Elite weaponry stashed out of view.
• A dormant shield guardian waiting to be activated.
• Massive, unstable rafters overhead.
• A huge miner's rope, coiled in a corner.
• A 20 foot duranium rod.
• A transport cart parked behind the rubble... it looks functional!
• Volatile liquids in weird glowing tubes.
• Seething Ravagers held in rusted chains.
• One loose bolt in a giant wall panel.

THE THREE D'S

DAMAGE
Whether it's during your prep or during combat itself, DAMAGE is the easiest way to make an encounter more difficult.
Since Our DnD uses clear dice types for damage, adjusting them is very simple. If an enemy is using a sword, and the damage is terribly ineffective, change that D6 roll to a 2D6 roll. If adjusting during combat, explain it with a description, "the Outsider slams his blade against a wall. It becomes jagged and far nastier."

Another simple way to adjust Damage is to simply use a creature's or obstacle's HEART rating as a damage dice multiplier. A monster with 3 Hearts does 3D6 with its tentacles and 3D10 with its Mind Blast spell. 3 is its "key number", then upgrade its dice here and there.

DISRUPTION
By far the most deadly form of challenge increase is DISRUPTION. This is the disruptive effect of the environment on players and enemies. The environment is your ultimate weapon as a DM: it obeys no rules, cannot be destroyed, and is bigger than even the most colossal monster.

Mild Disruption (Nuisances)
• Gale force winds push heroes toward or away from foes or hazards.
• Grabby vines and tangly plants hinder movement and attacks.
• A wagon hitting bumps on the road makes ranged attacks HARD.

Normal Disruption (Stumblers)
• Mining bombs exploding nearby, rearranging the battlefield.
• Falling timbers, logs or rubble introduce deadly areas.
• Flaming stones hitting the ground send everyone flying to one side.

Extreme Disrupton (Epic Cataclysms)
• A wave of fire and poison black ash are deadly to all.
• Chasms crack the earth open, long way down.
• A tumbling sky-ship flipping over.
• Wrath of the countless dead swarm in.

DURATION
Another way to make simple battles far more deadly is to constrain how long they can last. Limited battle time uses your TIMER to extreme effect. The longer the battle, the easier it is! The more time is LIMITED, the less options players have to overcome it. 


Mild Duration Control
• The night grows freezing cold
• Volleys of arrows incoming
• The quarry escapes
• Empowering effects will wear off any second
• The chief's caravan will arrive

Normal Duration Control
• The gate will slam shut.
• A squadron of skeletons is on its way.
• The ship is sinking.
• A cloud of bats spirals downward.
• The dragon will soon awaken.

Extreme Duration Control
• The floor crumbles into magma.
• Water floods the chamber utterly.
• The reactor will blow.
• The sun is about to implode.
• The lich approaches its final form.
• The Xill threaten to rewindtime... again...
• The tomb of Pyrmadon will rise, and all will burn.

Beware a deadly die! Sometimes the question of Duration is too big a weight for a mere dice roll to decide. It can be best to simply note: 'In 6 ROUNDS, the floor will crumble to magma.' You can announce this time to players, or keep it secret. It may feel a bit 'meta', but openly telling them almost always leads to the most exciting scenes. Suspense is a cruel, wonderful thing.

ENCOUNTER ARCHITECTURE

Whether you play in the mind's eye, on a dry erase mat, or with full 3D terrain, the art of designing fun spaces should be central to your DM skill set. Creating consistent, believable, visualizable spaces will give players details to exploit, more ways to be awesome, and a cleaner sense of fairness. These archetypes are by no means exhaustive, but they cover many cases.

POSITIVE AND NEGATIVE SPACE
When designing, almost every idea will require barriers of some kind. Draw thme as black areas. Ask yourself: is the black area a barrier because it is VOID or because it is SOLID. Solid barriers are walls, rocks, timbers, and the like. Void barriers are chasms, pits, or sheer drops. This difference is important and useful because the same design can serve two different play experiences. For one thing, you can't fall to your death down a wall.

CREATIVE DOORS
Using 'in-door, out-door' type thinking is great, but are they even doors? Do they trap the players once walked through? How? Are they natural tunnels, doorways, wide open spaces, or crumbly holes? What can the 'door' say about the room beyond? Answer these questions as you build, or answer once for a set of connected encounters.

OVER-META?
One final note on designing spaces. Be careful not to let the play space become so literal that players are just 'playing the board' and letting imagination slide. Keep things vague, and paint in big strokes! If the board is too perfect or too detailed, they will be constrained and look for 'the thing' on many occasions. Perfect specificity will limit emergent role play and surprises.

DOWNLOAD "PEN & PAPER" ROOM / SCENE DESIGN SHEET

DOWNLOAD "DIGITAL FILLABLE" ROOM / SCENE DESIGN SHEET


DEFENSE ROLLS

One of your best tools here is the DEFENSE roll. This STAT won't have much excitement without a DM who embraces it! The purpose of this new accent is to give well-armored characters a reward for their precious character creation points. All too often, DMs use a DEX roll when some devastating effect sweeps across the battlefield. "Roll DEX to avoid the wall of fire!" With DEFENSE, DEX is no longer the key STAT for avoiding large area effects. DEFENSE (CON + PROTECTIVE EQUIPMENT) is especially handy when an effect cannot be evaded. Who can just simply take it and still stand? Here are some examples of using DEFENSE in play.

SHRAPNEL: Any effect that sprays damage everywhere, or goes all directions, demands a DEFENSE roll to reduce or avoid the pain. These types of abilities are great for giving enemies variety and danger, rather than rolling attacks over
and over.

FALLING: Hitting the ground is never pleasant, but DEFENSE can help absorb the impact. A successful roll here doesn't nullify damage, just reduces it.

ALL OR NOTHING: If any effect, even as a result of a conventional attack roll, is to reduce a character to 0 HP, or even inflict instant death, circumstances may offer the player one final DEFENSE roll to remain intact. "You're toast, but let's see if you're just knocked senseless or crushed to jelly. Roll DEFENSE."

IMMOVABLE: If an effect would shove, push, slide or topple characters with sheer force, a heavily armored character might try to plant their feet in defiance. This is a perfect moment to reward high ARMOR players, as they roll DEFENSE to stand firm.

SHARED DEFENSES: Ah, the shield wall! When characters are making DEFENSE rolls elbow-to-elbow, let them help each other! Add DEFENSE bonuses, share them, or allow re-rolls on failure. We are mighty when we lock wills and shields, so let that moment be epic!

WHEN THERE'S NO DEFENSE: Bigger, badder baddies don't bother with attack rolls. A giant dragon tail, for example, does not roll to attack. It's huge! This type of attack simply hits, and the victims must absorb the impact as best they can. AUTO-HIT is also handy for keeping boss level battles fast at the table.

DAMAGING DEFENSES

The skilled DM giveth, and taketh away. Consider eroding player equipment, thereby decreasing their DEFENSE STAT in cases like these.

SUNDER ATTACKS: Equip your nastiest monsters with attacks specifically for getting rid of armor EQUIPMENT. Smashing weapons and piercing spikes work best. "Boom! You take 12 damage and lose 1D4 DEFENSE!"

CORROSION: Acid, rust, and extreme temperature can all crack, corrode or dissolve equipment, rendering armor useless and lowering DEFENSE.

MASSIVE DAMAGE: If a character takes over 20 damage in a hit, consider the logical attachment of damaged armor. "You were crushed by a boulder, for crying out loud. Your hauberk is crumpled!"

OVERCLOCKER: For a character constantly using a shield, some wear and tear is expected. Each session, decrease the shield's DEFENSE by 1.

THE YANKING: Some enemies come equipped with grabby hands, nipping tentacles, or thiefy beaks. Successful attacks steal armor bits.


HORROR

Adding horror to your games is a delicate dance for any DM. It is a mix of atmosphere, terrible themes and revelations, the loss of one's sanity, and worst of all- glimpses of the vast, uncaring infinity of the cosmos. Let's start with SANITY...

SANITY DAMAGE

Every good horror game has an insanity mechanic. In many ways, counting these points as they tick down is more central to a horror game than actual HP, because the danger is more psychological than combat-driven.

All sane characters start with 1 HEART of SANITY.

The deeper they peer into the abyss, the more this reservoir of reason is eroded. They go completely mad at 0 SANITY, unable to function.

Inflict SANITY DAMAGE whenever the moment is too terrible for a character to simply wave away. Scenes of abject horror, gruesome glimpses of suffering or realizations of supernatural truth inflict SANITY DAMAGE.

The table below offers a guide to what kinds of events could inflict certain amounts of precious SANITY DAMAGE.

- See a person dismembered, beheaded, or die terribly: 1
- Suddenly discover a corpse or scene of depravity: 1
-Stare directly at a supernatural entity, ghost or zombie:  1 (1D4 if horde)
- Have a limb ripped or chopped off: (lose all but 1 HP in just one attack) 1D4
- Witness an object of celestial, antediluvian, or trans-dimensional origin: 1D4
- Gaze upon an abomination of the world between worlds: 1D6
- Assemble clues that lead to dark truths transcending time and space: 1D6
- Witness the arrival of an Elder God such as Azatoth: 1D8
- Form a mind-union with an elder God or Beyonder: 1D10

SANITY    STATE OF BEING

10. Safe in the veil of daily normalcy.
9. Rationalizing away what was just witnessed...it couldn't be.
8. Aghast, on edge, wary of unexplained sounds.
7. Shocked, looking for any way to avoid the source.
6. Terrified. CHA, WIS rolls HARD, can't ATTACK the source of fear.
5. Pure, white hot fear, break a cold sweat, ALL ROLLS are HARD
4. NO! All ROLLS HARD, must seek hiding place or back away immediately.
3. Screaming, petrified with fear for 1D4 ROUNDS, beg allies to flee.
2. Run! Run for your lives! Use 1D6 ROUNDS to flee at maximum speed.
1. Tears. Fall to your knees, ALL ROLLS HARD is now PERMANENT.
0. Catatonic, clinically mad, seeing the terror again and again forever.


FATE / LUCK ROLL (optional rule)

There are times when things do not directly depend on the abilities of the Characters or the NPCs. It's just fate or luck.


For those times, you can opt for a Fate or Luck roll. To do this, the player is asked to make a simple d20 roll, without modifiers of any kind.

If things could be in charatcer favor or there is a high probability that they will turn out as intended, the difficulty is 7. If the odds are low, the difficulty is 13.

Although it is a rule that can be implemented, it is still not convenient to abuse it. Only use it in very specific situations where you want to leave it to chance to determine the possibilities of something.


TREASURE / EQUIPMENT / LOOT TABLES (D100)

___________________________

SHABBY LOOT

1: Soldier's Rations: Food, Heal 1D4 HP
2: Captain's Rations: Food, Heal 1D6 HP
3: Coin Pouch: 1D10 Coin
4: Coin Satchel: 2D10 Coin
5: Common Sword: Weapon, Standard Steel blade with heavy use
6: Used Shield: Armor, +2 DEFENSE, Heavily worn, will break on 3rd hit
7: Mechanic's tools: Item, Hammer, spanner, roll EASY checks on mechanical tasks
8: Common Helmet: Armor, +1 DEFENSE
9: Worker's Clothes: Armor, +1 DEFENSE, Durable coveralls, gloves and hat
10: Coin Box: 3D12 Coin
11: Lantern: Item, Easy-light box lantern, lights all within NEAR range
12: Climber's Spikes: Item, Climb a route as normal. Any who follow roll EASY
13: 50' Rope: Item, 50 feet of sturdy fiber rope coiled up
14: Pry Bar: Item, A 3 foot iron bar with one hooked end, roll EASY when forcing doors
15: First Aid Kit: Item, Bandages for field dressing, consume to give a dying ally 1 HP
16: Ladder: Item, A wooden ladder with 12 rungs, 12 feet high
17: Wool Cloak: Armor, +1 DEFENSE, A typical hooded cape for winter wear
18: Skin of Stale Gar: Food, Consume to make your next roll EASY
19: Hunting Snare: Item, Reusable spring-loaded trap, will immobilize, do 1 damage
20: Dusty Gem: Worth 1D100 Coin
21: Torch: Item, An oil soaked stick wrapped in cloth, illuminates NEAR for D8 ROUNDS
22: Rivet Kit: Item, A small hammer and awl to press rivets through leather or wood
23: Smoke Canister: Item, Create a cloud of smoke with NEAR radius for 1D4 ROUNDS
24: Turkey Leg: Food, Heal 1D10 HP
25: Stimulant Elixir: Food, On your next turn move FAR as if it was NEAR
26: Blank Book: Item, A blank journal-style book with sheathed pen
27: Metal Cutters: Item, A snip for cutting bars, roll CRITICAL ULTIMATE! Effort when doing so
28: Small Tent: Item, Houses 3 individuals, packs into small bundle
29: Canvas Tarp: Item, A durable cloth square NEAR long on each side
30: Worn Parachute: Item, Deploy when falling to nullify damage, 1% chance of failure
31: Coin Stash: 2D100 Coin
32: Worn Long Bow: Weapon, Has 10% chance of breaking when used
33: Common Ammo: Standard ammunition, 10 count, roll for type
34: Common Dagger: Weapon, Thrown, Piercing, Fast
35: Pikeman's Spear: Weapon, Has NEAR reach, cannot be thrown
36: Ferry Pole: Item, A sturdy pole that can reach FAR, very difficult to carry
37: Fishing Gear: Item, Standard low-cost fishing tackle and rod
38: Cooking Set: Item, Pot, plates, spices. Heal 5 HP OVER HEART max when camping
39: Large Magnet: Item, Powerful magnet that can hold 100 pounds
40: Hacksaw: Item, used to very slowly cut metal or wood with precision
41: Traveler's Meal: Food, Heal up to 5 people for 1 HEART
42: Fur-lined Coat: Armor, +1 DEFENSE, Disregard negative effects of extreme cold
43: Corrosion-Proof Gloves: Armor, +1 DEFENSE, Leather immune to Acid or corrosion
44: War Banner: Item, A canvas banner mounted on a 10 foot pole, unmarked
45: Anchor: Item, An iron anchor and 50 foot chain used on medium sized boats
46: Highborn Clothes: Armor, +1 DEFENSE, One set of high-end, tailored formal wear
47: Jug of Junk Oil: Item, Leftovers from mechanical work, highly flammable, slick
48: Bullhorn: Item, A conical horn with pistol grip, transmit a yell to DOUBLE FAR range
49: Ratchet Winch: Item, A chain bisected by a lever, pull VERY HEAVY objects
50: Armor Spike Kit: Item, Add spikes to any armor, attackers take 1 HP when hitting

51: Mastercraft Arrows: Item, Double Weapon Effort on a hit, 3 count
52: Jug of Flies: Item, A large glass jug filled with flies, remnant of science work
53: Side of Beef, Roasted: Food, Heal 3 people 1D12
54: Deformed Skull: Item, A weird artifact kept by some oddball
55: Wheeled Dolly: Item, A metal platform with four small wheels, used to truck cargo
56: Carved Tankard: Item, a uniquely crafted drinking mug, huge
57: Luminous Gem: Worth 3D100 Coin
58: Forgeman's Boots: Armor, +1 DEFENSE, Immune to fire or hot surfaces walked on
59: Signal Flare: Item, A magnesium flare that burns bright yellow, even under water
60: Signal Horn: Item, When sounded can be heard for 1 mile
61: Hard Gar Cider: Food, Ignore the next 10 Damage done to you
62: Glass Scope: Item, Attach to one ranged weapon, +1 DEX when using that weapon
63: Huge Cargo Pulley: Item, Used with rope to easily hoist huge objects
64: Lode Stone: Item, An incredibly heavy cube of solid iron with a hoop on top
65: Steel Rod: Item, Leftover from some machine, 3 feet long, almost unbreakable
66: Frogman Gear: Item, Mask, fins, and air bladder, 4 ROUNDS underwater, reusable
67: Mining Tools: Item, Make EASY rolls when excavating
68: Gold Chain: Item, Once worn by the wealthy, worth 1D100 x 5 Coin
69: Cask of Golden Gar: Food, 2 HP for up to 50 people, once tapped sours in 1 day
70: Bird Suit: Armor, +1 DEFENSE, A theatrical feather-suit and mask for festive occasions
71: Shovel: Item, A sturdy steel and wood shovel
72: Padlock and Key: Item, Reinforced steel lock
73: Gilly Cloak: Armor, +1 DEFENSE, A leafy cape, Roll EASY stealth in natural surrounds
74: Rapid Crossbow: Weapon, Has 10% chance of firing a second BOLT when fired
75: Phial of Acid: Item, A few ounces of concentrated hydrochloric acid
76: Scout's Pouch Harness: Armor, +1 DEFENSE, Extend carry capacity to 12 LOOT
77: Hunter's Bait: Item, A non-perishable gunk that draws wildlife for up to 1 mile
78: Forgeman's Bellows: Item, Huge, bellows to stoke a fire to incredible temperatures
79: Pouch of Ball Bearings: Item, A small sack of stainless steel spheres ranging in size
80: Goat Bell: Item, A leather collar with iron bell, adjustable size
81: Medic Stretcher: Item, Carry a fallen ally with no STR checks
82: Arming Jacket: Armor, +1 DEFENSE, Increase maximum wearable Armor to 11
83: A Fine Steak: Food, Heal to full HP
84: Float Vest: Item, Used to avoid swimming fatigue or drowning in rough water
85: Deck of Cards: Item, Play numerous games or perform parlor tricks
86: Butchery Kit: Item, A rolled cloth with numerous knives, hooks, and cleavers
87: Farmer's Bug Sprayer: Item, A hand operated pump filled with vinegar mixture
88: Riding Tack: Item, Leather harnesses, saddle for any number of beast-mounts
89: Armor Repair Kit: Item, Reusable supplies and tools to fix any armor
90: Navigation Gear: Item, Scopes and charts for navigating, EASY navigation rolls
91: Holy Silver Amulet: Item, Silver properties, an inspiring symbol of the good
92: Cosmic Gem: Worth 1000 Coin
93: Elemental Elixir: Food, When enchanting, consume to add an elemental property
94: Martial Arts Manual: Item, When fighting with bare hands, do Weapon Damage
95: Locale Map: Item, Glean all pertinent locations in a 25 mile radius
96: Phial of Resolve: Food, Drink to add CRITICAL ULTIMATE! Effort to your next successful Attempt
97: Alchemist's Kit: Item, Do 1 HEART of effort to produce a random 1-use Potion
98: Imperium Signet: Armor, +1 DEFENSE, The sign of a ranking member of cosmic order
99: Runestone: Item, If you are killed in battle, return from Asgard...but how?
100: Light of the Gods: Item, Destroy this gem to raise a DYING ally to full HP

___________________________

EPIC LOOT

1: Heart Stone: Add 1 HEART to your max
2: Fighter's Girdle: Armor, +1 DEFENSE, When DYING, add 2 to your roll
3: King's Coins: Gain 3 HERO COINS that can be given to OTHER PLAYERS for heroic deeds
4: Chain Energy Gem: Item, Attach to a weapon, Make Magical, Effort hits all CLOSE enemies
5: Gemini Jewel: Item, Attune to any INT SPELL, That spell casts twice when used
6: Salamander Wristlet: Item, Regenerate 1 HP each round, unless DYING
7: Frost Bracers: Armor, +3 DEFENSE, Become immune to any damage done or ill effects of cold
8: Acid Whetstone: Item, Sharpen a bladed weapon, attacks with that weapon destroy 1 gear
9: Helmet of Udin: Armor, +4 DEFENSE, +3 CHA, Allies NEAR you gain +1 DEFENSE
10: Ring of Invisibility: Item, Make a WIS check to activate, remain invisible for 1D4 ROUNDS
11: Crown of Goblins: Item, Command all Goblins with absolute authority, even if they hate you
12: Illusory Self: INT SPELL, Conjure a very realistic mirror-clone of yourself
13: Dimension Jump: INT SPELL, Warp to any location you can see or can accurately remember
14: Antlers of the Storm: Armor, +3 DEFENSE, WIS check command weather when outdoors
15: Hand of Resurrection: Item, Raise 1 dead back to full HP, roll 1D4, if a 1 / 2 item is destroyed
16: Dire Bear: WIS Spell, Become a huge bear for 1D4 ROUNDS, Add 1 HEART, Double bonuses
17: Iron Skin: WIS Spell, Your DEFENSE is 20 for 1D4 ROUNDS
18: Hoppy Gar: Food, Heal to Full HP, All checks are EASY for 1D4 ROUNDS
19: Dwarven Bomb: Weapon, Fuse burns for 1D4 ROUNDS, Explodes doing 4D12 to NEAR
20: Hood of Fear: Armor, +3 DEFENSE, enemies who see you WIS check or flee on their turn
21: Diamond Tiara: Item, A crown worth more than a small city
22: Ivory Rose: Item, Bestow this on one person, that person will guard you with their life
23: Tooth of the Agnar: Item, Attach to 1 Weapon, weapon does CRITICAL ULTIMATE! on any roll of 15+
24: Magma Coil: Item, Give off smoke and fire to make STR check EASY or STR EFFORT CRITICAL ULTIMATE!
25: Frog Boots: Armor, +2 DEFENSE, When moving FAR, leap with ease
26: Heroic Tabard: Item, When you cry "Huzzah!" those who cry "Huzzah!" roll EASY next turn
27: Song of the Mountain: INT SPELL, Sing! Enemies within FAR are -5 CHA to resist persuasion
28: Harpoon Gun: Weapon, Magical, Attack to grapple a foe with a +5 STR if they try to escape
29: Bow of Seeking: Weapon, Magical, If know a target's name, you never miss
30: Pet Slime Cube: Item, This tiny Slime Cube has imprinted on you as parent, 3" on a side
31: Pet Goblin: Item, This hapless, gearless runt has sworn never to leave your side
32: Fire Blade: Weapon, Magical, +3 Attempts/Effort, Ignites flammables, 1D4 for 1D4 ROUNDS
33: Wave of Fury: WIS Spell, If NEAR ocean, call forth a massive wave, impacts in 1D4 ROUNDS
34: Gravity Inversion: INT SPELL, Invert gravity within FAR range for 1D4 ROUNDS
35: Brain Horror Helm: Armor, +3 DEFENSE, Gain 'It shows you things' property of a Brain Horror
36: Gunner's Tripod: Item, Gain +5 Attempts/Effort when firing at targets beyond FAR
37: Watcher: Item, A small glass eye, place anywhere and see through it within 1 mile
38: Dobbs' Cheddar: Food, 3 Count, Add to any FOOD to double that FOOD's effects
39: Yalfonso's Disc: Item, A frictionless, levitating disc of energy that holds up to 200 pounds
40: Ramthas Battle Harness: Armor, +1 DEFENSE, Gain 3 more slots in EQUIPPED gear
41: Ronaldo's Backwagon: Item, Gain 10 more slots in CARRIED gear
42: Call of Aram: Item, A mighty war horn, Sound a call heard for 5 miles, with a +3 CHA
43: Genetic Soup: Food, changes the eater into a random new BIO-FORM instantly
44: Runic Rope: Item, ANY roll using this rope is EASY, 50'
45: Thoor's Stone: Item, Only the looter is able to lift or move it, a baseball-sized cube
46: Gnomish Beam Goggles: Armor, +2 DEFENSE, Fires a ray of CRITICAL ULTIMATE! damage
47: Feral Claws: Weapon, Magical, +3 Attempts, Retractable blades, Roll EFFORT TWICE on a hit
48: Belt of Guzzling: Armor, +4 DEFENSE, Never fail another CON check
49: Book of Infinity: Item, You have perfect recall of every fact you have ever encountered
50: Amulet of Thunder: Item, When rolling CRITICAL ULTIMATE!, re-roll anything less than a 6

51: Lemninkainen's Wondrous Sack: Item, Increase your CARRIED gear slots to 20
52: Akintu: Item, An odd tiki statue that brings good luck, When you roll a 19, treat it as a 20
53: Enchanted Sandwich: Food, Never spoils, 5 bites, 1 Bite = 1D8 HP, When finished gain +1 CON
54: Cloud Buffalo: A steed that descends from the sky, carries 8 people and 10 LOOT
55: Red Fang: Weapon, Magical Great Sword, damage you do with Red Fang, heal half that
56: Crystal Darts: Ammo, 3 Count, Magical, Immobilize target, in 1D4 ROUNDS explode for 2D12
57: Earth's Heart: Item, A massive ruby, the biggest, most rare jewel in all the world
58: Gnomish Metal Melter: Item, 1D4 ROUNDS reach full power, vaporizes NEAR metal objects
59: Ghost Trap: Item, Holds 5 non-corporeal beings: place, wait, trigger, Target gets DEX check
60: Adamantium Armor: Armor, +8 DEFENSE, Ignore any Damage below 3, Occupies 5 slots
61: Clockwork Arm: Item, Prosthetic, +3 STR, all STR checks are EASY, -1 CHA
62: Juice of Sapho: Food, +8 INT, Triple the EFFORT of your next SPELL
63: Styll Suit: Armor, +4 DEFENSE, Wear no other armor, Breathe anywhere, heal 1 HP / ROUND
64: Bracelet of Thoor: Item, +2 STR
65: Ring of Quickness: Item, +2 DEX
66: Drunken Hauberk: Armor, +2 DEFENSE, +2 CON, Never fail a test involving Gar
67: Sage's Crystal: Item, +2 INT
68: Effigy of Osric: Item, +2 WIS
69: Gleaming Gorget: Armor, +1 DEFENSE, +2 CHA
70: Dagger of the Unseen: Weapon, Magical, If attack undetected, human-sized vic􀀄m to 0 HP
71: Headsman's Shovel: Weapon, Magical, On a 20, behead any human-sized target
72: The Hidden: INT SPELL, Allies NEAR are invisible for 1D4 ROUNDS, visible if move away
73: Slayer's Helm: Armor, +2 DEFENSE, +6 Weapon Effort
74: Eye of Idimmu: Item, Amulet, +6 Magical Effort
75: Boon of the Gods: Item, Grant one OTHER PLAYER Milestone Reward of their choice, one use
76: Timecap Mushroom: FOOD, SKIP the next DM's turn
77: Roll Twice on the ANCIENT LOOT table
78: Shrink Ray: INT SPELL, Reduce one target to 1/100th its size for 1D4 ROUNDS
79: Giant Growth: WIS Spell, Grow one target to 5x its size for 1D4 ROUNDS
80: Osric's Bulwark Wall: WIS Spell, Form a massive castle wall from boulders or cobbles
81: Destroy the Dead: INT SPELL, Annihilate 1 Undead per 1 HP burned, FAR range
82: Ghost Ship: Item, Conjure a black galleon, no crew, that will last 1D4 weeks before dissipating
83: Dragon's Blood: Food, Grow wings and breathe fire for 1D4 ROUNDS
84: Gungnir: Weapon, Magical, Spear, Pass final judgment, +10 CHA for 1 mile
85: Cosmic Gateway: Item, Open a door, access ANY world in the cosmos, 8 HP to walk through
86: Invulnerability: WIS Spell, Anoint target with touch, cannot be harmed for 1D8 ROUNDS
87: Sherherezazahd: Item, A ghostly sword, add Magical Weapon effort to all attacks
88: Time Doorway: Item, Access ANY time at current location, age 10 years to go through
89: Stench Gar: Food, Release a poisonous belch, Reduce one NEAR creature to 1 HEART
90: Lifewalker: Item, Leave a trail of flowers wherever you go, those within heal 2 HP per round
91: Hammer of Hell: Weapon, Magical, All EFFORT with this weapon affects all NEAR enemies
92: Wings of Gabriel: Armor, +5 DEFENSE, Foldable, Fly at will, 2X your maximum move range
93: Wishing Well: Item, Immovable once used, Make 1 WISH per YEAR, comes true in 1D4 days
94: Book of Mastery: Item, 3 pages, Learn 1 Milestone Reward per page
95: Star of Unadai: Food, Gain +1 to all STATS
96: Vision of Perfection: Trap, Reveal to one EVIL being, HARD CHA check or it becomes GOOD
97: Water of Life: Food, Die, Return to life 1D4 ROUNDS later with 2 additional HEARTS
98: Mead of Udin: Food, All who drink awake the next day with an additional HEART
99: Shield of Angels: Armor, +6 DEFENSE, You and all NEAR allies ignore any damage of 5 or less
100: Necronomicon: Item, Create 1 INT SPELL / WIS Spell with HARD INT

___________________________

ANCIENT LOOT

1: Moldy Buns: Food, Heal 5 HP but tastes simply awful
2: Levitation: INT Spell, Enchant a target to float up to 6 feet high for 1D4 ROUNDS
3: Identify: INT Spell, Give a target +3 on an INT/Investigate roll, No Attempt needed to cast
4: 10 Magic Arrows: Item, Magical Damage with a bow shot, can be retrieved, broken on crit fail
5: Speedy Snack: Food, Gain a bonus MOVE after your next MOVE
6: Spider Bites: Food, Heal 2D6 HP but you're pretty much eating a bug
7: Feast o' Fingers: Food, Heal all allies 1D8 if they are at CLOSE range
8: Armor of Faith: WIS Spell, Give a target +3 DEFENSE for 1 Turn
9: Silver Sword: Weapon, +1 Effort, Silver properties
10: Spiked Net: Weapon, STR check to escape, Entangled, Move NEAR only and all checks HARD
11: Disguise Kit: Item, Whenever deceiving a stranger Do CRITICAL ULTIMATE! effort and EASY checks
12: Mithril Vest: Armor, Subtract 2 from all Weapon Damage done against you
13: Aegis Amulet: Item, Roll 1D8 when dying
14: Iradrum Heart: Food, For 24 hours after eating if you drop to 0 HP instantly recover to 1 HP
15: Ire Bacons: Food, Heal 3D12
16: Fin Boots: Armor, +1 DEFENSE, double effort and range when swimming
17: Red Gar: Food, Heal to full HP, absorb the next attack unharmed
18: Cloak of Shadows: Armor, +1 DEFENSE, roll EASY checks when sneaking
19: Lion Shield: Armor, +2 DEFENSE, Allies that are NEAR also get +2 DEFENSE
20: Demon Helmet: Armor, +1 DEFENSE, +3 CHA when intimidating
21: Healing Touch: WIS Spell, Touch to heal an ally with Magical Effort
22: Healing Nova: WIS Spell, Heal all NEAR allies with double Magical Effort
23: Grapple Vine: WIS Spell, Pull a NEAR monster or ally with you, Opposing STR to resist
24: Lightning Bolt: INT Spell, Burn 1-12 HP, add to a magic blast, double against metal-clad
25: Ice Blast: INT Spell, Inflict magical damage and immobilize target for 1 turn
26: Arcane Bomb: INT Spell, A glowing orb, in 1D4 ROUNDS explodes for 2D12, NEAR range
27: Ragged Battleaxe: Weapon, -2 to Attempts but roll CRITICAL ULTIMATE! effort every time
28: Fireball: INT Spell, Blast any targets within NEAR range of a location
29: Claw Boots: Armor, Walk on any surface in any direction without a Check
30: Heart Stone: Item, add 1 Heart to your max
31: Enchanting: WIS Spell, Enchant item to do magical effort and a +1 per Heart of Effort spent
32: Enchanted Grimoire: Item, Consider a natural 19+ a critical hit when casting spells
33: Warrior's Amulet: Item, Use magical effort with any weapon
34: Divine Shield: WIS Spell, Enchant a target you can see to absorb the next 10 Effort done to it
35: Staff of Elements: Item, Triple any elemental Magical Effort you do with INT SPELLS
36: Cloak of Aras: Armor, Deflect 1 Weapon attack against you per turn
37: Silver Gauntlets: Armor, +3 STR when gripping or grappling, silver properties
38: The Iron Hook: Weapon, Use a turn to pull a target to your location, FAR range
39: Turn Undead: WIS Spell, For 1 ROUND, repel 1D8 undead, They cannot get within NEAR
40: Terror Shard: Item, Hold aloft, living things must resist with WIS or flee for a turn
41: Resurrection: WIS Spell, HARD roll, In 4 ROUNDS deceased target touched revives with 1 HP
42: Dragon Orb: Item, Blast 4D12 Magical Fire damage, FAR range, The item is destroyed
43: Dragon Helmet: Armor, +2 DEFENSE, Wearer immune to damage inflicted by fire
44: Ring of Ghosts: Item, Roll INT to create a clone NEAR that performs the same attack or action
45: Crown of Madness: Item, Make a target take a random action (DM's roll)
46: Smoked Roc Wings: Food, Fly for 4 ROUNDS
47: Black Gar: Food, +10 DEFENSE for 4 ROUNDS
48: Queen's Kiss: Food, Your next action is an automatic critcal success
49: Sharpening: INT Spell, Add +2 Effort to a weapon, Once per weapon
50: Spiked Shield: Armor, Failed enemy attacks are answered with Weapon Damage (no bonuses)

51: Bow of Eagles: Weapon, Use an extra turn aiming to do double Damage
52: Swarm: WIS Spell, Cast on a seen area, CLOSE targets Magically Damaged for 1D4 ROUNDS
53: Mender: INT Spell, Repair a ruined item or weapon instantly
54: Skull Shield: Armor, +2 DEFENSE, Can also be used as a Magical Weapon
55: Silver Spear: Weapon, Magical, +3 to DEX Attempt when thrown, silver properties
56: Dwarven Anvil: Item, Once / 1D12 days, create a weapon with +3 Attempt OR Effort bonuses
57: Book of Skills: Item, With any 3 successes, earn a permanent +1 to a specific type of Attempt
58: Ring of Fire: Item, Double all fire Damage inflicted
59: Flaming Sword: Weapon, Magical, Add 1D4 Burn damage for 1D4 ROUNDS to hit targets
60: Ringlet of Genius: Item, Use CRITICAL ULTIMATE! effort with any successful INT roll
61: Goblet of Udin: Item, Double effects from any Food consumed
62: Ring of Aras: Item, When recovering, fill a HEART in addition to your normal RECOVERY
63: Heart Stone: Item, add 1 Heart to your max
64: Translocate: INT Spell, Swap places with an ally you can see
65: Mask of Mofune: Armor, +1 DEFENSE, Roll CRITICAL ULTIMATE! effort when intimidating
66: Ring of Power: Item, Double all MAGIC EFFORT
67: King's Signet: Item, Have final say on group decisions, and be loved for it
68: Dwarvish Hammer: Weapon, MAGIC Weapon, roll Double CRITICAL ULTIMATE! on natural 20s
69: Thieves' Picks: Item, +3 Attempt AND Double Effort when opening chests
70: Ring of Giants: Item, +1 STR, +1 DEFENSE
71: Masterful Boots: Item, +1 DEX
72: King's Mug: Item, +1 CON
73: Amulet of Secrets: Item, +1 INT
74: Meditation Beads: Item, +1 WIS
75: Masterful Coats: Item, +1 CHA
76: Armor Kit: Item, +2 DEFENSE
77: Fire Stone: Item, +1 MAGIC Effort
78: Weapon Kit: Item, +2 Weapon Effort
79: Diamond Spyglass: Item, +6 WIS on Scouting attempts
80: Berserk Ring: Item, +3 on CRITICAL ULTIMATE! effort
81: Holy Bulwark: WIS Spell, Touch an ally, they are immune to non-Magic Effort for 4 ROUNDS
82: Storm: WIS Spell, Everything with FAR range blasted with hail for MAGIC
83: Shire Jerky: Food, Regenerate 1D12 HP for the next 4 ROUNDS
84: Adamantine Hauberk: Armor, +4 DEFENSE
85: Lifedrinker: Weapon, Magic weapon, Heal half of any Damage done to living targets
86: Wristlets of Might: Armor, DEFENSE +1, Roll 1D8 for any Basic Effort
87: Iron Gut Belt: Armor, +1 DEFENSE, If you fail a CON roll, try one more time
88: Ale of Death: Food, Return from death with 10 HP. Wasted if unused within 1 day of drinking
89: Ale of Life: Food, Drink in battle. Any ally who touches you heals 1D12 HP once
90: Gadgeteer's Goggles: Armor, +1 DEFENSE, Creating or repairing machines is always EASY
91: Feather of Falling: Item, You cannot be hurt by damage from a fall at any height
92: Timebender: Item, If the DM rolls a timer, roll it again. The second roll will be final
93: Mace of Thunder: Weapon, Magical, Any target struck is stunned on its next TURN
94: Lightning Steed: Item, Summon a flying steed. What would take a day, takes 1 ROUND
95: Ring of Weird Luck: Item, If you roll a 1 twice, your blunder causes something beneficial
96: Spellslinger Ring: Item, If you roll a critical when casting, Attempt another spell instantly
97: Boots of Haste: Armor, DEFENSE +1, After an action, you may then also Move again
98: Ring of Slayers: Item, If you make a successful Weapon attack, attack again for CRITICAL ULTIMATE!
99: Astral Crown: Armor, +2 DEFENSE, On a critical spell cast, cast through an ally
100: Feast of Kings: Food, All allies restore full HP and receive one Chest

___________________________

MAGIC LOOT

1: Walking Stick, Item, Move FAR and still take an action
2: Spell Mirror, Item, Reflect a SPELL cast against you in a random direction with an INT roll
3: Crown of Eye, +1 DEFENSE, The wearer of this refractive band cannot be surprised
4: Manual of Persuasion, Tool, +3 CHA to any ATTEMPT utilizing language or speech
5: Blood Pebble, Item, Cast rolls HARD, if you succeed, pay 1 level less than its POWER COST
6: Nightbringer, Dagger, Any victim injured by this MAGICAL blade is blinded for 1D4 ROUNDS
7: Doomsayer Snare, Trap, Tripped with common wire, Release APOCALYPTICA at POWER 4
8: Ice Dagger, Kris Knife, If injured with 6+ damage with this blade, frozen solid for 1D4 ROUNDS
9: Red Tinted Glasses, Item, If you see a primary red object, ignite that object with an INT roll
10: Gyroscope of Falling, Item, When falling roll CON to change your gravity field for 1 ROUND
11: Shards of Ka'a, 3 Arrowheads, An arrowhead that explodes for DOUBLE CRITICAL ULTIMATE! on impact
12: Proto Artifact, Item, 2 Uses, Reach into this strange object and withdraw 1 random LOOT
13: Critter Cloak, +2 DEFENSE, Become a small animal, +5 DEX, remain or return at will
14: The DawnStorm, Staff, Use DEX to cast any ranged attack SPELL at POWER 1 for 2 SP cost
15: Flute of Forgetting, Instrument, Play a tune, listeners forget where they are for 1D4 ROUNDS
16: Zeke's Wooden Slippers, +1 DEFENSE, Comfy, always add an extra +3 to your RECOVERY rolls
17: Doorway Chalk, Item, 3 uses, Draw a doorway, it leads to another door... anywhere
18: Mirror Prison, Item, Trap, See your reflection and be imprisoned for 1D4 ROUNDS
19: Spell Stealer Gloves, +2 DEFENSE, With a DEX roll steal a SPELL cast on you last ROUND
20: Presto's Hat, +2 DEFENSE.
21: Jar of Flame Pixies, Item, 10 Pixies, fast-flying fireballs with 1 HP that fight for you
22: Wand of Disarming, Wand, Blast an enemy you see with DEX to send their WEAPON flying
23: Dragonslayer, Spear, NEAR reach, CRITICAL ULTIMATE! damage of natural 8+ explode vs. dragons
24: Phylactery, SPELL, Store your immortal soul in a small object. If object intact, you cannot die
25: Garland's Ear, Item, A golden ear horn that allows you to hear EVERYTHING within 1 mile
26: Fabric of Shadows, +2 DEFENSE, Create a garment. INT roll, become perfectly flat, any color
27: Dragon Fireworks, Item, 5 Uses, Amaze a village of folk into awe or gleeful excitement
28: Ghost Chess, SPELL, Control 1D6 enemies as if they were pieces on a board for 1D4 ROUNDS
29: Sphere of Projectiles, SPELL, Create a crystal sphere. Projectiles attracted for 1D6 ROUNDS
30: Potioner's Kit, Tools, Make potions with a single RARE INGREDIENT rather than 3
31: Ingara's Luck Ring, Item, 6 Uses, Turn a failed roll into a success
32: Herald's Trumpet, Item, 2 Uses, Summon an Angel to fight on your side for 1D4 ROUND
33: Stick of Stickery, Staff, Turn any object into solid wood for 1D4 ROUNDS
34:Kaleido Arcanum, Book, Pages align in cosmic ways. Answer any question about color
35: Scroll of Shame, Scroll, A creature you see becomes instantly dumbstruck and embarrassed
36: Crystal Symbiote, Item, +8 DEFENSE, A Green crystal that hovers CLOSE to intercept attacks
37: Dial of Stretching, Item, Turn this dial and stretch a target you see twice its length
38: Amulet of Dragons, +1 DEFENSE, No dragon can harm you while wearing this talisman
39: Garland's Amulet, Item, For a roll where you don't get a bonus, get +2 to that roll instead
40: Mana Root, Food, 3 uses, Consume to grant 10 HP usable only to absorb SPELL casting COST
41: Clockworks, Item, Use healing magic on mechanical beings as if they were alive
42: Wicker Mushroom Kreel, Item, Contains 15 RARE INGREDIENTS
43: Ghost Candle, Item, 5 uses, Light this candle to attract and reveal GHOSTS within 1 mile
44: Olfan's Hymnal Hurdy Gurdy, Instrument, Cast any SPELLS that boost allies at no COST
45: Lasher Tooth, Item, You are always partly phased, any roll to evade an attack is always EASY
46: Breathing Bell, Item, A diving bell that allows 3 people to breathe in any airless environment
47: Star of Aras, Weapon, A glaive that damages multiple enemies and returns
48: Witch's Skull, Item, Reveal it's face to unleash a terrifying scream, Roll CHA to resist the fear
49: Krellian Chain Mace, Weapon, A massive spiked ball on 8 feet of chain, +6 WEAPON EFFORT
50: Gnomish Brain Stick, Wand, Alter your voice, lighting, and noises to bewilder those who see

51: Rod of Rot, Wand, Plague a structure with moss, mold, and decay. Collapses in 1D4 days
52: Dead Sword, MAGICAL, Ghosts, specters, and wraiths follow your commands, still hate you
53: Blood of an Archfiend, 12 RARE INGREDIENTS that can be used to make POTIONS
54: Iradrum Shield Machine, Item, A sentient shield. Absorbs 20 damage per location
55: Necklace of Tides, Item, Call a massive wave or rapids to your location with a CHA roll
56: Boots of Wall Running, +4 DEFENSE, Use a vertical surface for movement, when moving FAR
57: Globe of Blades, Item, You are surrounded by hovering knives, Attackers take WEAPON dmg
58: Alacar's Ink, Item, 3 uses, Draw anything, it becomes real in every way for 2D4 ROUNDS
59: Robe of Many Pockets, +2 DEFENSE, Magical LOOT takes no space in your inventory
60: Fire Caltrops, Item, 3 uses, Scatter spikes ignite anything that touches them, then burn away
61: Spore Sentry, Creature, Mykonoid warrior who can't move, but fight with a spear, speaks
62: Demon Powder, Item, 5 uses, Ignite this flammable dust to conjure a DEMON instantly
63: Collar of Balthus, +5 DEFENSE, A locking neck ring which binds its wearer to obey you
64: Vestments of Mastery, +5 DEFENSE, Gain 3 MASTERY in any SPELL TYPE as long as you wear
65: Ankh of Sett, Item, If you roll a natural 20 to pop up from DYING, return to life with full HP
66: Dwarven War Anvil, Item, A wheeled anvil and tools, Create any metal item with STR
67: Antoine's Quill, Item, Write any SPELL you know on parchment for anyone to cast once
68: Javelin Bridge, Weapon, Throw to form a 30' bridge 6' wide, collapse with a command
69: Libram of Gum, Book, Set as a trap. If read, reader is stuck in that spot for 1D8 ROUNDS
70: Cloak of Embers, +4 DEFENSE, Cast any SPELL that uses fire at no cost
71: Arcane Fuse, Item, 5 Uses, SPELLS cast on this thin cord take effect in 1D4 ROUNDS
72: Heavy Water Vial, Item, Use your HEALING TOUCH SPELL to create bottled healing POTIONS
73: Ring of Resolve, +3 DEFENSE, Ignore any attack against you of 5 or less
74: Wigglers, Food, 10 uses, Pupae of pine toad, Eat with CON roll for full HP, if failing gain 1 HP
75: Faber Infinitum, Book, Read with an INT roll and gain floorplans on your current location
76: Minish Cap, +3 DEFENSE, A wide-brimmed wizard's hat, pockets, you have no inventory limit
77: Ring of Gehenna, Item, +1 all STATS, Summon a doorway to The Arcane Library
78: Book of Commonalities, Book, When awarded MASTERY by the GM, apply it to any TYPE
79: Libram Mortiferum, Book, The methods of death. Any victim you reduce to 5 HP drops to 0
80: Skolari's Almanac, Book, PORTALS stay open 1 extra ROUND for you
81: Tobin's Spirit Guide, Book, Know the details of any monster you encounter with an INT roll
82: Tome of Timelines, Book, Retain knowledge of alternate times no matter what
83: Skull of Vincent Aligeeri, Item, A ventriloquist skull functions as your voice from any distance
84: Render, Great Sword, CRITICAL ULTIMATE!, The damage done with this weapon also affects DEFENSE
85: Il-Zah'red, Scimitar, Magical, A weapon, so perfect, so sharp, you attack with no roll
86: Myre Manuscript, Book, Gain all the abilities and properties of a Brain Horror
87: Scroll of Finding, Item, 1 Use, Looking for something? Destroy this scroll and find it instantly
88: Windchaser, Vehicle, Miniature boat grows to full size instantly, 20 SUPPLY, holds 8 crew
89: Olfan's Dousing Fork, Item, Roll INT to find 1D6 RARE INGREDIENTS anywhere
90: Oil of Redemption, Food, 3 uses, Evil creatures that consume this become good
91: Tube of Scrolls, Item, A tube of 5 SPELL SCROLLS, the DM will select what SPELLS
92: Littleton Township, Item, A tiny town of 500 folk, all contained in a glass bottle
93: Bone Collector's Case, Luggage, Burn bones instead of your SP as COST, includes 16 bones
94: Ironbrand, Shield, +8 DEFENSE, Allies CLOSE to you also gain this DEFENSE bonus
95: Hoodria Petrificatum, +4 DEFENSE, Pull the hood up on this cloak and become solid stone
96: Crystal Scatter Prism, Item, Refract any SPELL, it is tripled in whatever way you devise
97: Proto Matter, Substance, 1 use, Form this blob of goo into any ITEM on any LOOT TABLE
98: Spellstar, Item, When you BURN a SPELL, pay no COST and regenerate the SPELL
99: Zeke's Magnificent Entitizer, Item, Grant any creature the power to phase for 1D8 days
100: Ring of Power, +5 DEFENSE, +2 STATS, Leave no footprints, Cast all Level I SPELLS at no cost

___________________________

CURSED LOOT

1: Seaweed Sandwich: Food, Heal 3 HP, Smell like seawater and bilge for 1 week
2: Arn's Hex: INT Spell, Rot a target with 1 Damage / round / 1 day, also suffer the rot
3: Mind Trap: INT Spell, Once learned, lose 1 INT, Touch a target to cast same effect
4: 10 Terrible Arrows: Item, Magical Arrows, NEVER hit target, boomeranging on a 1
5: Toe Rot Waybread: Food, Heal 3 HP, Move only NEAR for 1D4 of your ROUNDS
6: Raw Hatchlings: Food, Take 3 HP, CON Check or vomit, hate eggs for 1 month
7: Wrigglers: Food, Heal 2D6 HP, All CON Checks are now HARD for 24 hours
8: Cloven Sword: Weapon, +2 Attempts / Effort, can't put down, slowly become a goat
9: Turtle Shield: Armor, +3 DEFENSE, HARD CON roll to put down, Occupies 3 slots
10: Crown of Memories: Item, HARD INT to take off, devours wearer's best memories
11: Skullcrusher Helm: Trap, Slams shut for Weapon Damage, Damage again to remove
12: Handshake from Hell: Trap, Hand sculpture, when touched grabs with a STR +5 grip
13: Ring of Tears: Item, -1 WIS, To remove the ring a willing recipient must be found
14: Ravager Axe: Weapon, +1 STR, Once fighting, you are compelled to finish the kill
15: Agnar Liver Paste: Heal 2D12, NEAR Allies roll CON or take 1 stink damage
16: Hag's Eye: Item, Look through to locate evil, for 1 week, see evil hiding everywhere
17: Locust Urn: Trap, If opened, release a 2 HEART Swarm of Locusts
18: Cloak of Crushing Weight: Armor, +1 DEFENSE, Hard STR to remove, all rolls HARD
19: Shield of Teeth: Armor, +3 DEFENSE, If you make a kill, the shield will eat the remains
20: Needle Glove: Trap, A metal gauntlet with poison finger needles, 5 HP damage
21: Magic Bomb: Trap, If looted, gas cloud FAR range, gas nullifies magic 1D4 ROUNDS
22: Fish Boots: Armor, +1 DEFENSE, Swim up to DOUBLE FAR, slowly grow gills
23: Helm of Toads: Armor, -3 CHA, HARD STR remove, Croak if speaking, Talk to Toads
24: Bow of Hatred: Weapon, Magical, HARD WIS put down, misses hit random target
25: Freezing Blade: Weapon, Magical, HARD WIS and 2D6 cold damage to put down
26: K'Tuul Parasite: Trap, Attach to face, controls you utterly, HARD CON remove
27: K'Tuul Egg Layer: Trap, Blasts cloud of spores, in 1D8 ROUNDS, they hatch in you
28: K'Tuul Spine: Trap, A black spine of sticks through your hand for 1D6 Damage
29: K'Tuul Breather: Armor, -2 CHA, Breathe anywhere, if worn 3 ROUNDS, permanent
30: Tentacle Glove: Item, +2 STR, -3 CHA, A hideous barbed whip replaces one arm
31: S􀀄cky Ice: Trap, Looter is stuck to a frozen chest, immobilized until chest destroyed
32: Drunk's Tankard: Item, HARD CON and -1 CON to put down, Constant thirst for Gar
33: Amulet of Certainty: Item, HARD CHA to remove, +1 CHA, Stride into danger as if invincible
34: Crow's Foot: Item, Natural 20 to put down, Covet the Crow's Foot over all else, even allies
35: Staff of Serpents: Item, +3 CHA, user is drawn to sadistic uses of magic
36: Cloak of Vapor: Armor, +2 DEFENSE, Stealth Checks EASY, If worn 1D8 days become vapor
37: War Axe of Skulls: Weapon, Magical, HARD CHA to put down, forces you to collect skulls
38: Mask of Horrors: Trap, A hideously deformed human face, -5 CHA, 2D12 damage to remove
39: Fungus Burger: Food, Heal 1 HP, Lose -2 HP per round, CON Checks HARD until healed to full
40: Vision of Fear: Trap, An illusory presence of fear, Looter must flee FAR in a random direction
41: A Lovely Box: Trap, HARD CHA to put down, Never open it, NO ONE can ever open it! Mine!
42: Ugly Stick: Weapon, Magical Staff, Do -1 CHA damage the first time you hit a target
43: Hungry Bread: Food, Heal 1D6 HP, Become ravenously, insatiably hungry for 1D6 days
44: Liar's Dice: Item, For the next 3 rolls, lie to your group about what you rolled, then destroy
45: Ring of Betrayal: Item, HARD CON remove, Choose an ally, be convinced they hate you
46: Necklace of Decay: Item, HARD CON to remove, Age 10 years every round
47: Ring of Flame: Item, Add 1D6 Fire to attacks, Flammable items on your person burn away
48: Woodbane Crown: Item, Double EFFORT against anything wood, your wood items fall apart
49: Mira's Broach: Trap, HARD CON remove, Gem sucks 2 HP per successful attack
50: Belt of Burdens: Trap, HARD STR remove, A crushing weight, Occupies 5 gear slots

51: Glowcap Mushroom: Food, Heal 1 HEART, Experience bonzo hallucinations for 1D4 days
52: Fel Armor: Armor, +6 DEFENSE, No other armor can be Equipped, take on evil habits / look
53: Fel Cleaver: Weapon, Magical, HARD STR put down, When you kill, attack random NEAR target
54: Helm of the Dead: Armor, +2 DEFENSE, Gain properties of undead, Remove only when DYING
55: Flower Demon: Trap, Unleashes a demon, everywhere it goes choked with vines / flowers
56: Gnomish Gar: Food, Drop to 1 HP, If healed become Grey Gnome, -3 CHA, -2 STR for 1D4 days
57: Book of Lies: Item, HARD INT to break free, Convinced of falsehoods, all INT checks are HARD
58: Magnetic Crossbow: Weapon, +2 Attempts / Effort, HARD STR to separate from metal armor
59: Liar's Compass: Trap, HARD INT to put down, Become convinced the worst way is the best way
60: Giggles: Trap, A cute monkey doll, CHA 18 to put down, Giggle constantly at awful things
61: Swamp Gar: Food, Lose 3 HP, Mucky mud beer makes you UNABLE TO EAT for 1D6 days
62: Spider Pack: Item, A bag that won't let go, STR 15 to remove, -5 CHA, Reduce Carry to 5
63: Black Heart Stone: Trap, You only have 1 HEART for 1D4 days, no matter your actual max
64: Aazul's Conjuration: INT Spell, Summon 1D4 imp demons who crave living flesh
65: Ring of Death Wish: Item, HARD INT to remove, A sudden and potent will to die with glory
66: Effigy of Azatoth: Trap, A fiendish statue, Touched: for 1D4 days blood loss spawns a tentacle
67: Hunter Orb: Trap, A relentless orb flies out and hunts you and allies, 3 HEARTS, Magic
68: Impaler's Spear: Weapon, Magical, HARD CHA to put down, Be compelled to pike your vic􀀄ms
69: Whispering Amulet: Item, HARD CHA to remove, It won't shut up, All Stealth checks HARD
70: Pouch of 100 Counterfeit Coin: Merchants and others hate you for duping them
71: Agnar Helmet: Armor, +2 DEFENSE, HARD STR to remove, Gain half of any benefit from FOOD
72: Dead Man's Mug: Item, HARD CHA to put down, Invert any benefits from drink into harm
73: Book of Forgetting: Trap, Falls apart when read, Lose ONE EQUIPPED LOOT for 1D4 days
74: Gar Swill: Food, 6 sips, Take 2 damage with each sip, but be hopelessly addicted for 1D4 days
75: Reaver's Scythe: Weapon, Magical, HARD CHA put down, You are now forbidden to heal allies
76: Fool's Armor Kit: Trap, When used, deduct 1 from your DEFENSE total
77: Fool's Weapon Kit: Trap, The weapon you modify will BREAK on its next failed attack
78: Exploding Thorn Whips: Trap, LOOTED, you and all NEAR ALLIES immobilized for 1D4 ROUNDS
79: Rotted Pipeweed: Item, HARD INT to put down, Addictive, Nullify INT bonus for 1D4 hours
80: Dizzy Gas: Trap, Looter breathes a poof of purple mist, All DEX rolls are HARD for 1D4 days
81: Eye Mites: Trap, A colony of tiny mites explodes into your eyes, go BLIND for 1D4 hours
82: Dagger of Spite: Weapon, HARD CHA put down, Anytime you are persuaded, stab that person!
83: Skull Bracelet: Item, HARD INT to put down, When worn, re-roll DYING if above 3
84: Blade of Greed: Weapon, Magical, HARD CHA put down, Go after EVERY CHEST
85: Cloak of Despair: Armor, +1 DEFENSE, HARD CHA remove, Constantly nay-say your allies' plans
86: Pure Beauty: Trap, HARD CHA to look away once opened, If others look, same escape required
87: Ray of Death: Trap, Make a CON check or be instantly reduced to 0 HP by a black ray of magic
88: Cap of Madness: Item, HARD INT remove, All INT checks HARD, Go completely bonkers
89: Bloodwine: Food, Lose 4 HP, You are unable to heal any HP until you drink human blood once
90: Feral Fur Coat: Armor, +3 DEFENSE, HARD CHA remove, Be animalistic in action and thought
91: Beltstone: Item, HARD INT to remove, When worn, take double damage from any fall
92: Timeslip: Trap, Whatever the DM's timer reads when LOOTED, accelerate it by 1
93: Booby-trapped Arrow: 1 Ammo, When fired, do Magical Damage to anything within FAR range
94: Blade of Azatoth: Weapon, Magical, A tentacle sword, Be convinced The Devourer must arise
95: Cuirass of Rising: Armor, +3 DEFENSE, to remove, Any dead things NEAR you arise as undead
96: Berserk Helm: Armor, +2 DEFENSE, Double WEAPON EFFORT bonus, choose targets randomly
97: Olive Branch: Item, HARD CHA to put down, Refuse to hurt any living thing
98: Stink Bomb: Trap, You and your allies smell awful, -5 CHA and smell for 1 mile for 1D4 days
99: Cold Iron Cross: Item, HARD WIS to remove, You cannot use WIS Spells
100: Key of the Ogdru: Item, If used, a keyhole appears, widens, summons 1D8 Giant Tentacles

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