TEXT: OLDE  WORLD 
  LOOT 
  
  CONTENTS 
  Overview, Carry Loot 
     3 
  Trinkets & Curios   
  6 
  Valuables 
  12 
  Lair Treasure, Magical Item Properties 
  15 
  Magical Item Form s 
  18 
  Scrolls, Potions 
  19 
  Credits 
  20 
  2
  
  OLDE WORLD LOOT 
  “I search the body.” 
  Gah! It’s like being stabbed in the earhole again 
  and again, innit? And not in a good way. If only 
  you had a coin for every time you heard this 
  irksome grabation from your players?  
  Well now you shall. For within this spruce tome 
  are not three, not five, but eight munificent d100 
  tables, proscribing all manner of rewards to offer 
  your wearisome fortune hunters. Behold! 
  1.
  Carry Loot – 100 quick search results
  covering up to a dozen or so individuals.
  2.
  Trinkets & Curios – 100 mysterious
  oddities to perplex and delight.
  3.
  Valuables – 100 rare gems, jewellery, art
  objects, and other bespoke pieces.
  4.
  Lair Treasure – 12 portly hoard categories
  worthy of treasure baths, befitting well
  guarded fortunes or the spoils of
  legendary foes.
  5.
  Permanent Enchantments – 51 magical
  item themes for the GM to improvise
  from, tiding you over until more “official”
  examples become available.
  6.
  Permanent Item Forms – 16 categories of
  physical forms for permanent magic items
  (or other valuables).
  7.
  Scrolls – a pithy division of arcane and
  divine 
  magics, 
  for 
  speedy 
  scroll
  resolution.
  8.
  Potions – 32 potion themes for the GM to
  improvise from, similar to (5) above.
  As might be surmised, Olde World Loot is written 
  with 4
  th edition Olde World gaming in mind. 
  Numbers provided are based on related tables 
  from 2
  nd edition, tweaked downwards to reflect 4
  th 
  edition’s cheaper prices. Now go, gather thy dice 
  kin, and exult in the spine tingling mystery of Olde 
  World Loot.  
  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 could cover as many as two dozen 
  individuals.  
  1d100 
  CARRY LOOT 
  1 
  1d4 p and roll on the Trinkets & 
  Curios table.  
  2 
  Coloured stone(s) worth 1d10 p. 
  3 
  1d4 p. 
  4 
  1d6 p and 50% chance of the corpse 
  having a random disease. 
  5 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  6 
  1d6 p plus a random herbal tincture 
  (50%) or manacles (50%) tucked into 
  a pocket, pouch or belt. 
  7 
  1d8 p. 
  8 
  1d10 p. 
  9 
  1d12 p. 
  10 
  2d4 p and roll on the Trinkets & 
  Curios table. 
  11 
  1d8 p plus a black obsidian or smoky 
  crystal shard worth 5d10 p. 
  12 
  2d4 p. 
  3
  
   
   
  13 
  2d6 p. 
  14 
  2d8 p. 
  15 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  16 
  1d10 yards of canvas (50%) or a timer 
  candle (50%).  
  17 
  2d10 p.  
  18 
  2d12 p. 
  19 
  5d4 p. 
  20 
  3d4 p and roll on the Trinkets & 
  Curios table. 
  21 
  2d6 p plus an uncut quartz or 
  speckled elderstone worth 1d6 s. 
  22 
  1d8 s. 
  23 
  2d6 p and roll on the Valuables table. 
  24 
  1d10 s. 
  25 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  26 
  1d10 s plus a vial, bottle or dust pouch 
  of perfume (50%) or random herbal 
  tincture (50%).  
  27 
  1d12 s. 
  28 
  2d6 s. 
  29 
  2d8 s. 
  30 
  1d6 s and roll on the Trinkets & 
  Curios table. 
  31 
  Unworked lumps of striped green 
  malachite worth 1d20 s. 
  32 
  1d6 fish hooks (50%) or a quill pen 
  (50%). 
  33 
  Roll on the Valuables table. 
  34 
  A roll of bandages (30%) or 1d4 days 
  iron rations (70%). 
  35 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  36 
  2d4 p plus a sturdy leather case 
  holding a worn but functional set of 
  lockpicks (50%) or a pouch of 
  charcoal (50%). 
  37 
  Flask of oil (70%) or 2 ft of hefty chain 
  and a padlock/key (30%). 
  38 
  6d6 p and 50% chance of a cursed 
  coin. Anyone retaining the coin 
  inexplicably has a random luck 
  related statistic reduced by 1 point. 
  The point is restored at the start of the 
  next adventure (assuming the coin has 
  moved on).  
  39 
  2d10 s. 
  40 
  Roll on the Trinkets & Curios table. 
  41 
  Uncut rusty hued agate or blue 
  skystone(s) worth 3d10 s. 
  42 
  Collapsible grappling hook (50%) or 
  deck of cards (50%).    
  43 
  2d6 p and roll on the Valuables table. 
  44 
  5d8 s. 
  45 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  46 
  2d4 s plus 50 ft of rope (50%) or set 
  of six iron spikes (50%).  
  47 
  6d8 s. 
  48 
  4d10 s. 
  49 
  7d6 s. 
  50 
  3d4 p and roll on the Trinkets & 
  Curios table. 
  51 
  A handkerchief containing an azure 
  lapis lazuli gemstone worth 5d20 s. 
  52 
  Pouch of chalk (50%) or random 
  instrument (50%). 
  53 
  1d6 s and roll on the Valuables table. 
  4
  
   
   
  54 
  Tinderbox (50%) or lantern (50%). 
  55 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  56 
  2d4 p plus a small mirror or signal 
  whistle (50%). 
  57 
  A single, pristine gold crown. 
  58 
  1d2 gc. 
  59 
  1d10 s and 20% chance of a random 
  magic potion. 
  60 
  3d4 s and roll on the Trinkets & 
  Curios table. 
  61 
  Fragments of yellow amber or purple 
  amethyst worth 1d4 gc. 
  62 
  A random herbal tincture. 
  63 
  5d20 s 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 
  1d8 gc. 
  65 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  66 
  2d6 s plus an ivory poisoner’s ring 
  with a single dose of poison (random 
  poison, not worth more than 5 gc).  
  67 
  1d10 gc. 
  68 
  1d12 gc. 
  69 
  1d4 gc plus a boot with a concealed 
  toe blade (50%) or a homing pigeon 
  or other messenger bird. 
  70 
  1d4 gc and roll on the Trinkets & 
  Curios table. 
  71 
  2d8 s plus deeds to a mule or (50%) 
  or pre-paid 1d4 week contract for a 
  mercenary, from a nearby settlement. 
  72 
  2d10 s. 
  73 
  1d6 s and a pouch of fine quality 
  snuff. 
  74 
  3d10 s. 
  75 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  76 
  2d8 s plus 1d4 vials of acid (50%) or 
  tripwires (50%). 
  77 
  4d12 s. 
  78 
  5d20 s. 
  79 
  3d12 s and 50% chance of a random 
  magic potion.  
  80 
  1d4 gc and roll on the Trinkets & 
  Curios table. 
  81 
  1d6 gc. 
  82 
  1d8 gc. 
  83 
  1d10 gc 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 
  1d10 gc. 
  85 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  86 
  1d4 gc plus 1d3 healing salves (50%) 
  or antitoxin (50%) tucked into a 
  pouch, sack or backpack.  
  87 
  A random book or document.  
  88 
  A vial containing a random poison. 
  89 
  A random holy symbol worth 2d6 gc. 
  90 
  1d4 gc and roll on the Trinkets & 
  Curios table. 
  5
  
   
   
  91 
  2d8 gc. 
  92 
  2d10 gc. 
  93 
  2d6 gc and roll on the Valuables table.  
  94 
  2d12 gc. 
  95 
  Nothing of significance (besides 
  clothes and other obvious gear). 
  96 
  3d10 gc plus a brace of 2d4 torches 
  (50%) or 1 pint of lamp oil (50%).  
  97 
  4d10 gc. 
  98 
  5d10 gc. 
  99 
  A small red garnet worth 6d10 gc.  
  100 
  3d10 gc and a random magic potion. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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.  
   
  1d100 
  TRINKETS & CURIOS 
  1 
  A 1 ft antler stained deep red. If 
  inspected closely, tiny black writing 
  can see be seen along the shaft. The 
  writing is in a lost language. If 
  translated, it reads “The Seeking of the 
  Green 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 some bestial 
  creature, hung on a leather thong. 
  6 
  Tied up with string are the title deeds 
  to The Hunting Harlot, a brothel at a 
  nearby (or distant) settlement. 
  7 
  A decrepit, and slightly malodourous, 
  preserved rabbit’s foot on a metal 
  chain. Anyone who keeps the foot for 
  a day increases a luck related attribute 
  by 1 point.  The point is lost if the 
  owner is separated from the lucky paw.  
  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, 
  beast and bird. 
  0 
  A varnished case containing a string of 
  garlic, two wooden stakes and a silver 
  cross.  
  11 
  A fragile black paper fan. When 
  unfolded, 
  the 
  fan 
  depicts 
  two 
  mesmerising snake eyes. Once per 
  month one target who observes the 
  6
  
  snake eyes has a 50% chance of being 
  charmed by the user for 1d12 minutes. 
  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 6 yds, 
  whirring and clicking, before making a 
  single strike with his miniature sword.  
  15 
  A purple silk scarf, bearing the insignia 
  of a prominent noble family.  
  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 an infamous tax collector of a 
  nearby settlement. 
  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 
  Njord, 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 Aegir Brotherhood. 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. 
  27 
  An incredibly heavy, bronze like cube, 
  with alien hieroglyphs marking each 
  side. Once per month, if the 
  hieroglyphs are pressed in a particular 
  order (requiring an intelligence related 
  check), the cube resonates a low 
  frequency thrumming, causing all 
  creatures within 12 yds (excluding the 
  user) to develop a splitting headache. 
  Each time the cube is used, the order 
  of hieroglyphs changes, requiring a 
  check to decipher. 
  28 
  The serrated tooth of a huge bear (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 an 
  appropriate 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 
  7
  
   
   
  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 like a small 
  blackpowder bomb.  
  35 
  This corpse has a map tattooed on its 
  back. The map is in an ancient bestial 
  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. A 
  herbalism related 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 somehow alive, and 
  might be a valuable potion or medical 
  ingredient. 
                                                   
  1 The riddle answer is fish. 
  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 Lorthe 
  Toureme, entitling her to “three of the 
  finest racing steeds of Vervagen Steeds 
  & Tannery.” 
  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 clink
  1  
  44 
  Wrapped in a gold handkerchief is a 
  red bamboo Chinese 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. The next time 
  the owner dies, they instead somehow 
  mysteriously 
  survive 
  (unless 
  impossible - GM’s call). Upon waking, 
  if 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 
  8
  
  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 
  brass 
  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 gold, shaped to 
  resemble a field mouse standing on its 
  hind legs, pawing at the sky (50 gc, but 
  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. 
  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. 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 Uln-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 an 
  demon like figure. Anyone that wears 
  the bracer for 24 hours becomes 
  immune to fire, including magical fire, 
  as long as the bracer is worn. 
  9
  
   
   
  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 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 spell per week, but 
  also develops a random madness.  
  79 
  A white veil with a slim silver chain. 
  The chain is preternaturally 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 Rocklings, diminutive 
  fey that eat rocks and metals. The 
  rocklings 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 has a 50% chance 
  of developing a random madness that 
  lasts 1d10 hours.  
  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.  
  10
  
   
   
  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 an appropriate check or their 
  soul suffers a small degree of taint.  
  89 
  A drawstring pouch of fifty 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, 
  there is a 50% chance the target is 
  glued to the spot, has his arms glued, 
  his face glued, or some other similar 
  setback. A trapped creature may 
  spend their turn trying to break free 
  with an appropriate check. 
  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 contracts 
  a random disease (50%), or a delicious 
  fey honey that nourishes the user for 
  2d6 days (50%). 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 a nearby city.  
  96 
  A steel hipflask filled with a fiery 
  whiskey. The brew is particularly 
  potent, requiring an appropriate 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 groves 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. 
   
   
   
  11
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
  Pieces of quartz in a pouch (8 s.) 
  3 
  A handful of agate shards (10 s) in a 
  pocket. 
  4 
  A three inch carving of a sabretooth 
  cat made from a jungle tree (13 s). 
  5 
  A steel hand mirror with pearl 
  edging (15 s). 
  6 
  An ornate nickel bell (18 s). 
  7 
  A tin ring with geometric designs (20 
  s). 
  8 
  An intricate bronze necklace (30 s). 
  9 
  A small nickel ingot (2 gc). 
  10 
  A gold gilded lantern of the sun 
  goddess (3 gc). 
  11 
  Roll on the Trinkets & Curios table. 
  12 
  1d8 white quartz stones worth 1 gc 
  each. 
  13 
  1d10 rust coloured agate stones 
  worth 1 gc each. 
  14 
  A fine painting of the legendary 
  temple of Ortu Menon, hidden in a 
  lost valley (4 gc). 
  15 
  An ancient but well preserved 
  random book. 
  16 
  A set of tiny diamond encrusted 
  eating utensils: a fork, knife and 
  spoon (5 gc). 
  17 
  A intricate bronze bicep bracer, 
  inlaid with a silver eagle icon (6 gc). 
  18 
  A black hematite nose ring from a 
  long extinct jungle civilization (7 gc). 
  19 
  A pure brass ingot (8 gc). 
  20 
  A trio of three ancient coins (9 gc).  
  21 
  Roll on the Trinkets & Curios table. 
  22 
  1d12 black hematite stones worth 1 
  gc each. 
  23 
  1d6 translucent rock crystals worth 1 
  gc each. 
  24 
  An immaculate, water proof wolf 
  pelt cloak, marked with icons of war 
  (10 gc). 
  25 
  An obsidian circlet of dwarven 
  design (11 gc). 
  26 
  A five inch ivory statuette of a 
  handsome bard playing a lute (12 
  gc).  
  27 
  A ironbark ring with an twisting vine 
  motif (13 gc).  
  12
  
  28 
  A finely detailed brass amulet, 
  depicting weighing scales (14 gc). 
  29 
  A bundle of promissory notes from 
  the Seigard Mercantile Collective (15 
  gc). 
  30 
  A jade encrusted hook hand (16 gc). 
  31 
  Roll on the Trinkets & Curios table. 
  32 
  2d10 deep blue lapis lazuli stones 
  worth 1 gc each. 
  33 
  2d12 light purple amethyst stones 
  worth 1 gc each. 
  34 
  A mahogany harp with silver edging 
  (16 gc). 
  35 
  An intricate grey cobalt candelabra, 
  set with bright precious stones (17 
  gc). 
  36 
  A three inch brass orb decorated 
  with a platinum rope pattern (18 gc). 
  37 
  A silver anklet with a dragon motif 
  (19 gc). 
  38 
  A leather forearm bracer with a 
  raven icon, studded with small aqua 
  turquoise stones (20 gc). 
  39 
  A pure brass ingot (21 gc). 
  40 
  A holy symbol in the shape of a 
  comet, inscribed with gold (22 gc). 
  41 
  A random magic potion. 
  42 
  2d8 white veined black onyx stones 
  worth 2 gc each. 
  43 
  2d10 striped green malachite stones 
  worth 2 gc each. 
  44 
  A bronze chalice studded with small 
  onyx gemstones (23 gc). 
  45 
  A finely crafted silver brooch with a 
  falcon motif (24 gc).  
  46 
  A six foot tapestry depicting a 
  ferocious battle between foul mutant 
  warriors in storm clouds (25 gc). 
  47 
  A bronze bracelet with gold charms 
  depicting the four elements (26 gc). 
  48 
  A silver necklace with an amethyst 
  pendant (27 gc). 
  49 
  A four ft chest containing colourful 
  bolts of only the finest exotic silks (28 
  gc).  
  50 
  A copper bell decorated with small 
  yellow and blue topaz stones (29 gc). 
  51 
  A random magic scroll. 
  52 
  A snuff box inlaid with opal (30 gc). 
  53 
  A silver locket with a broken heart 
  motif (33 gc). 
  54 
  A trio of ebony dice with pips inlaid 
  with pearl (36 gc). 
  55 
  A teak masquerade mask, with 
  ornamental jade and a dark purple 
  feather (40 gc).  
  56 
  A one ft bronze sceptre with a 
  dragon claw on the end, encrusted 
  with small bloodstones (42 gc). 
  57 
  An intricate silver double finger ring, 
  shaped like a pair of swords (44 gc).  
  58 
  Ivory earrings studded with tiny 
  diamonds (46 gc). 
  59 
  A small silver ingot (50 gc). 
  60 
  An oak telescope inlaid with an 
  orange jasper wave motif (52 gc). 
  61 
  Roll on the Scrolls table. 
  62 
  1d3 pink spinel stones worth 20 gc 
  each. 
  63 
  1d3 yellow zircons worth 30 gc each. 
  64 
  A one ft jade statue of a coiled 
  serpent (54 gc). 
  65 
  An ornate silver bowl with a sun 
  motif, edged in gold (56 gc). 
  66 
  A six inch articulating hound, 
  fashioned of burnished steel, with a 
  gold key and small emerald eyes (58 
  gc). 
  67 
  A bronze circlet decorated with 
  moonstones (59 gc).  
  68 
  A gold signet ring with an raven motif 
  (60 gc). 
  13
  
   
   
  69 
  A trio of silver bangles with a corded 
  rope motif (61 gc)  
  70 
  A magnifying glass with a silver full 
  moon motif (62 gc).  
  71 
  A random magic potion.  
  72 
  A single finely cut pink and green 
  tourmaline stone worth 2d10+50 gc. 
  73 
  An uncut black jet stone worth 
  2d12+50 gc. 
  74 
  An antique wooden shield plaque, 
  depicting a weeping eye sigil, 
  decorated with dark opals and 
  amethyst stones (63 gc).  
  75 
  A 
  genuinely 
  lifelike, 
  five 
  ft 
  sandalwood statue of an attractive 
  woman (66 gc).  
  76 
  A two ft mahogany chest edged with 
  gold and studded with yellow amber 
  stones. 
  The 
  chest’s 
  lock 
  is 
  inordinately 
  difficult 
  to 
  pick 
  (imposing 
  penalties 
  on 
  pick 
  attempts, 69 gc).  
  77 
  A silver necklace with a gold pendant 
  in the shape of a cat about to pounce 
  (72gc). 
  78 
  An ebony ring studded with small 
  peridot gemstones (76 gc).  
  79 
  A 
  four 
  inch 
  alabaster 
  skull, 
  decorated with platinum lines and 
  tracings (80 gc). 
  80 
  An ivory signal horn with intricate 
  bronze capping, encrusted with 
  yellow amber stones (83 gc). 
  81 
  A simple looking dagger, with a 
  hidden poison reservoir and latch 
  (filled with one dose of a random 
  poison).  
  82 
  A flawed blue sapphire worth 
  3d10+70 gc.  
  83 
  An uncut fire opal worth 3d12+70 
  gc.  
  84 
  An ancient pair of bronze gauntlets, 
  decorated with winding spirals of 
  moonstone (87 gc).  
  85 
  An ebony walking cane with a 
  hardened platinum tip and opal 
  octopus handle (90 gc).  
  86 
  An exquisite ten inch silver tree 
  sculpture, leaves studded with tiny 
  diamonds (93 gc). 
  87 
   A silver crown with platinum 
  highlights with a serpent motif (97 
  gc).  
  88 
  A platinum ring with a white wolf 
  sigil (100 gc).  
  89 
  A gold ingot, stamped with the 
  hound icon of the Rinwolde nobles 
  (125 gc). 
  90 
  A platinum compass with gold 
  markings (150 gc). 
  91 
  A random magic potion. 
  92 
  A silver brooch decorated with 
  orange jacinth stones (180 gc). 
  93 
  A unmarked platinum ingot (200 gc).  
  94 
  A blacksteel breastplate decorated 
  with a gold and platinum griffon 
  motif,  highlighted with small 
  moonstones (230 gc).  
  95 
  A silver incense brazier and chain, 
  studded with blue sapphires (250 gc). 
  96 
  A gold ink quill statuette, studded 
  with small white opals (300 gc).  
  97 
  A fine platinum necklace decorated 
  with diamond encrusted teardrops 
  (400 gc).   
  98 
  A gold crown decorated with small 
  green emeralds (500 gc).  
  99 
  A perfect red ruby worth 1,000 gc. 
  100 
  Title deeds to Eventide Isle, located 
  in one of the larger inlets of Lake 
  Argos. 
   
   
   
   
   
   
   
   
   
   
  14
  
  Lair Treasure 
  At the GM’s option, Lair Treasure might be 
  available at the completion of an important 
  adventure. An entry generally covers up to several 
  hundred monsters (consolidated in a base of 
  operations such as a cave complex, temple, etc), or 
  the coveted hoard of a legendary foe.  
  The Magic Item column indicates the chance of 
  an enchanted object. The percentage in brackets 
  indicates the probability that the item is single use 
  (eg potion, scroll), as opposed to permanent 
  (magic sword, etc).  
  Permanent magic items have their 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 Item Form table 
  below and use the most appropriate result. Coins 
  Value indicates the total value of coins, whatever 
  their denomination might be. Valuables indicates 
  the chance of a roll on the valuables table. Roll 
  d100 or choose the appropriate category.  
  LAIR TREASURE 
  ROLL 
  MAGIC 
  ITEM 
  COINS 
  VALUE 
  VALUA
  BLES 
  1-20
  5% (90% 
  single use) 
  4d100 gc 
  30% 
  21-30
  10% (90% 
  single use) 
  5d100 gc 
  35% 
  31-40
  15% (90% 
  single use) 
  6d100 gc 
  40% 
  41-50
  20% (80% 
  single use) 
  7d100 gc 
  2 x 45% 
  51-60
  25% (80% 
  single use) 
  8d100 gc 
  2 x 50% 
  61-70
  30% (80% 
  single use) 
  9d100 gc 
  2 x 55% 
  71-75
  35% (70% 
  single use) 
  50 + 
   10d100 gc 
  2 x 60% 
  76-85
  40% (60% 
  single use) 
  150 + 
  10d100 gc 
  2 x 65% 
  86-90
  50% (50% 
  single use) 
  300 + 
  10d100 gc 
  3 x 70% 
  91-95
  60% (40% 
  single use) 
  500 + 
  10d100 gc 
  3 x 80% 
  96-98
  70% (30% 
  single use) 
  800 + 
  10d100 gc 
  4 x 90% 
  99-100
  80% (20% 
  single use) 
  1,500 + 
  10d100 gc 
  5 items 
  Magical Item Properties 
  The below table suggests some permanent magical 
  item effects for the GM to improvise from.  
  1d100 
  MAGICAL PROPERTIES 
  1-2
  Lightbringer: Once every 1d4 days, 
  the user may spend an action to 
  release a burst of blinding daylight.  
  15
  
   
   
  3-4 
  Winged: Once every 1d4 days, the 
  user may spend an action to sprout 
  wings 
  (feathered, 
  scaled 
  or 
  membranous) to fly.  
  5-6 
  Ghostform: Once every 1d4 days, the 
  user may spend an action to turn 
  insubstantial for 2d4 rounds. 
  7-8 
  Trickster: Once every 1d4 days, the 
  user may change their height, weight, 
  build, hair colour and facial features 
  within normal limits. The effect lasts 
  2d6 minutes.  
  9-10 
  Fallbreaker: The user of this object 
  never takes fall damage, instead 
  drifting safely to the ground.  
  11-12 
  Lightning: Once every 1d4 days the 
  user may shoot lightning at one foe. 
  13-14 
  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.  
  15-16 
  Wolfblood: Once per week, the user 
  may spend an action to summon a 
  large wolf. The beast follows the user’s 
  directions and remains until slain or 
  1d4 hours, whichever occurs first.  
  17-18 
  Vampiric: When the user is below 
  half health, if the user injures a living 
  creature, the user may heal a small 
  amount.   
  19-20 
  Frightful: Once every 1d4 days, the 
  user cause a burst of fear to all 
  creatures within 12 yds.  
  21-22 
  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 and unattended.  
  23-24 
  Chaotic 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. 
  25-26 
  Giantblood: Once every 1d4 days, the 
  user may spend an action to grow to 
  12 ft tall.  
  27-28 
  Shifter: Once every 1d4 days, the user 
  may invoke the effect of a Shape 
  Change potion, with a duration of 
  1d10 minutes. 
  29-30 
  Spell Shield: Once per week, the user 
  may attempt (50% chance) 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 release stored spell at a later time.  
  31-32 
  Reflection: Once per week, the user 
  may reflect a magical effect back on 
  the attacker.  
  33-34 
  Thunderclap: Once every 1d4 days, 
  the user may invoke a thunderous 
  force, generating a 20 yard cone with a 
  6 yd base. Creatures and small objects 
  in the cone are flung backwards 1d6 x 
  3 yds.  
  35-36 
  Swiftness: Once every 1d4 days, the 
  user goes first in initiative and doubles 
  her movement speed for 1d8 rounds.  
  37-38 
  Leaping: Once every 1d4 days, the 
  user may add a 10 yd leap (in any 
  direction or trajectory) to his normal 
  move distance.  
  39-40 
  Spider Soul: Once every 1d4 days, the 
  user may (i) move up walls or across 
  the ceiling for 2d6 rounds (no action), 
  or (ii) after hitting with a physical 
  attack, cause a poison effect in 
  addition to normal damage (poison 
  details at GM’s discretion).  
  41-42 
  Wonderment: Once per day, the user 
  may spend an action to conjure a 
  random magical effect. Consult the 
  internet for a random effects table to 
  your liking. 
  43-44 
  Hurling: After being thrown, this item 
  flies back to the user’s hand before the 
  end of her turn (if desired).  
  45-46 
  Fey Passage: Once every 1d4 days, the 
  user may turn invisible for 1d4 
  minutes (if the user attacks, the 
  invisibility ends). 
  47-48 
  Scrying: Once per week, the user may 
  scry a named entity on the same plane 
  of existence for 1d6 minutes. The user 
  must complete a ritual taking 1d4 
  16
  
   
   
  hours before invoking this effect. 
  Scrying is blocked by a thin sheet of 
  lead, or stone or wood more than 1 ft 
  thick.  
  49-50 
  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 20 yds and 
  can carry two sitting humanoids or 
  four standing. The chariot lasts for 
  1d4 hours.  
  51-52 
  Serpentine: The user may spend an 
  action to transform the item into a 
  giant serpent. The serpent obeys the 
  user’s 
  directions. 
  The 
  monster 
  remains until slain (reverting back to 
  object form) or 1d4 hours, whichever 
  occurs first. 
  53-54 
  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.  
  55-56 
  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 10 
  yds.  
  57-58 
  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.  
  59-60 
  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 after 1d6 x 10 
  minutes.  
  61-62 
  Red Ruin: Once per week, the user 
  may spend an action to shoot a searing 
  red beam at one target within 40 yds.  
  63-64 
  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 speak with the soul, or 
  harvest the soul and heal a moderate 
  amount. 
  65-66 
  Unseen Force: Once every 1d4 days, 
  the user may cause a weak telekinesis 
  effect for 1d6 minutes.  
  67-68 
  Shroud of Secrets: The user has a 20% 
  bonus on all knowledge related 
  checks and may sometimes make a 
  check for information she couldn’t 
  possibly know (GM discretion). 
  69-70 
  Indestructible: The item cannot be 
  marked, damaged or destroyed by 
  anything less than a supernatural entity 
  of demigod like status.  
  71-72 
  Beheading Blade: This weapon is 
  impossibly sharp against flesh, bone 
  and sinew. On a crit, the target loses a 
  limb or is beheaded.  
  73-74 
  Telepathic: 
  the 
  user 
  may 
  communicate telepathically with one 
  intelligent creature at a time within 40 
  yds. A recipient may respond in kind 
  if it wishes, assuming it understands 
  the user’s language.  
  75-76 
  Magic Resistance: The user gains 
  continual 
  50% 
  magic 
  immunity 
  (including against beneficial effects). 
  The user can turn this resistance on or 
  off with an action. 
  77-78 
  Speaker of Tongues: The user 
  understands, speaks and reads all 
  languages.  
  79-80 
  Resilience: The user’s amour is 
  increased by 1 points in all locations. 
  This armour cannot be used to negate 
  criticals. 
  81-82 
  Fortune: The user increases a single 
  luck based attribute by 1 point.  
  83-84 
  Deflection: Once per round, after 
  being hit by a ranged attack, the user 
  17
  
   
   
  may force the attacker to reroll and 
  use the worst result.  
  85-86 
  Darksight: Once every 1d4 days, the 
  user can see in the dark for 1d4 
  minutes.  
  87-88 
  Mage Sight: Once every 1d4 days, the 
  user may spend an action to detect 
  within 20 yds (i) magic, (ii) invisible 
  creatures or objects, and (iii) illusions. 
  The effect lasts for 1d6 x 10 minutes.   
  89-90 
  Thiefly Arts: Once every 1d4 days, the 
  user may automatically succeed at 
  picking a lock, picking a pocket, or 
  hiding. This ability may be invoked 
  immediately after failing the roll to 
  attempt such an action.  
  91-92 
  Iron Grit: When below half health, 
  the user subtracts 1 damage from all 
  subsequent hits suffered. 
  93-94 
  Sure Striking: Once every 1d4 
  months, the user may turn a missed 
  attack roll, or ordinary successful hit, 
  into a critical hit instead.  
  95-96 
  Uncanny Parry: Once per day, the 
  user may negate a melee weapon 
  attack that would otherwise hit or 
  damage him.  
  97-98 
  True Blood: The user is immune to 
  poisons and diseases of all kinds 
  (including magical). 
  99 
  Whispers of the Watchers: The 
  subject 
  is 
  never 
  surprised 
  and 
  automatically wakes from sleep if in 
  danger. 
  100 
  Dark Blessing: The user does not age, 
  and will not be attacked by undead 
  unless there are no other viable targets 
  within range. 
   
  Magical Item Forms 
  Roll 1d100 twice and choose the most appropriate 
  form for the magical item to take (or other valuable 
  item).  
   
  1d100 
  ITEM FORM 
  1-5 
  Roll on Trinkets & Curios 
  Table 
  6-10 
  Gemstone 
  11-15 
  Ring, Earring 
  16-20 
  Glove, Gauntlet(s) 
  21-25 
  Forearm, Bicep Bracer(s) 
  26-30 
  Boots, Shoes 
  31-35 
  Cloak, Wrap 
  36-40 
  Helm, Hat, Crown 
  41-55 
  Armour, Shield 
  56-70 
  Weapon 
  71-75 
  Rope, Candle, Lantern 
  76-80 
  Belt, Girdle 
  81-85 
  Orb, Book, Holy Symbol 
  86-90 
  Clothes, Robes 
  91-95 
  Bowl, Mirror 
  96-100 
  Necklace, Amulet 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  18
  
   
   
  Scrolls 
  Magical scrolls are divided into arcane and divine 
  traditions. Roll on the table below to determine 
  the nature of the spell.  
   
  1d100 
  SPELL(S) 
  1 – 50 
  Arcane, minor magic 
  51-80 
  Divine, minor magic 
  81-90 
  Arcane, major magic 
  91-100 
  Divine, major magic 
   
   
   
   
   
   
   
   
   
   
  Potions 
  Roll 1d100 to determine the theme of potion. 
  GM’s improvise the precise effect and/or 
  extrapolate from existing spell lists.  
   
  1d100 
  POTION 
  1–2 
  Cursed! 
  3-5 
  Shrinking 
  6-7 
  Ghost Form 
  8-10 
  Silence 
  11–12 
  Good Fortune 
  13-15 
  Cold Immunity 
  16-17 
  Dragon’s Breath 
  18-20 
  Courage 
  21-22 
  Treasure Finding 
  23-25 
  Invisibility 
  26-27 
  Fire Immunity 
  28-30 
  Unnatural Strength 
  31–32 
  Persuasiveness 
  33–35 
  Beast Control 
  36–37 
  Flying 
  38–40 
  Daemon Skin 
  41–42 
  Poison (or Antitoxin) 
  43–45 
  Summoning 
  46–47 
  Dispelling 
  48-50 
  Heightened Senses 
  51-52 
  Clairvoyance 
  53-55 
  Giant Form 
  56-57 
  Spider Walk 
  58-60 
  Polymorph 
  61-62 
  Shape Change 
  63-65 
  Telepathy 
  66–67 
  Speed 
  68-70 
  Water Breathing 
  71-72 
  Purification 
  73-88 
  Minor Healing 
  89-95 
  Major Healing 
  96-100 
  Limb Regeneration 
   
  19
  
   
   
  Credits 
   
   
   
   
  Author  
   
  Stephen J. Grodzicki, Copyright © 2018 Pickpocket Press. 
   
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation 
   
   
  Artwork 
  Some artwork by Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games, used with 
  permission. 
  Some artwork copyright Dean Spencer, used with permission. 
  Ink splashes copyright 123RF, used with permission. 
   
  Website 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
  LFG Facebook Community: https://www.facebook.com/lowfantasygaming/ 
   
  Other Products 
  Check our DTRPG storefront: https://www.drivethrurpg.com/browse/pub/10564/pickpocket-press 
   
  20
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Supplemental/Olde World Loot [white] (LowFG).pdf