Loot
From a grimy linen pouch, decaying wooden chest, guts of a slimy beast or the hoard of great ancient dragon, treasure can come from many places.
To find out what the Heroes have discovered the GM selects the treasure type and rolls on the following tables. Rather then rolling individually for each critter encountered, roll for each group encountered.
MAGIC ITEM VALUES
Spell Effect = (Circle of Magic x Charges) x 50 GC
Magic Power = Item Value x (Bonus x 50 GC)
Others = GM’s Choice
To find out what the Heroes have discovered the GM selects the treasure type and rolls on the following tables. Rather then rolling individually for each critter encountered, roll for each group encountered.
MAGIC ITEM VALUES
Spell Effect = (Circle of Magic x Charges) x 50 GC
Magic Power = Item Value x (Bonus x 50 GC)
Others = GM’s Choice
Treasure Table 1 - Basic Treasure Type
TREASURE TYPES
None - Nothing valuable
Eg. A few strands of hair, a cobweb, some sand or a couple of tiny pebbles.
Poor - Not much - d6 Gold Coins
Eg. A few Gold Coins in a raggety old pouch
Moderate - d6x5 Gold Coins, Roll a d6 on a 6+ roll once on Table 2
Eg. A few Gold Coins in a small sack, or other container
Good - d6x10 Gold Coins, Roll a d6 on a 5+ roll once on Table 2
Eg. A small pile of Gold Coins in a sack, or small chest
Great - 2d6x10 Gold Coins, Roll a d6 on a 4+ roll once on Table 2
Eg. A pile of Gold Coins in a large sack, or chest
Grand - 2d6x100 Gold Coins, Roll d6 times on Table 2
Eg. A large pile of Gold Coins in several sacks, or a large chest
Magnificent - 2d6x1000 Gold Coins, Roll 2d6 times on Table 2
Eg. A huge pile of Gold Coins in several large sacks, or large over-flowing chests
None - Nothing valuable
Eg. A few strands of hair, a cobweb, some sand or a couple of tiny pebbles.
Poor - Not much - d6 Gold Coins
Eg. A few Gold Coins in a raggety old pouch
Moderate - d6x5 Gold Coins, Roll a d6 on a 6+ roll once on Table 2
Eg. A few Gold Coins in a small sack, or other container
Good - d6x10 Gold Coins, Roll a d6 on a 5+ roll once on Table 2
Eg. A small pile of Gold Coins in a sack, or small chest
Great - 2d6x10 Gold Coins, Roll a d6 on a 4+ roll once on Table 2
Eg. A pile of Gold Coins in a large sack, or chest
Grand - 2d6x100 Gold Coins, Roll d6 times on Table 2
Eg. A large pile of Gold Coins in several sacks, or a large chest
Magnificent - 2d6x1000 Gold Coins, Roll 2d6 times on Table 2
Eg. A huge pile of Gold Coins in several large sacks, or large over-flowing chests
D66 SPECIAL ITEM GO TO
11-16 d6 Gems Treasure Table 3
21-26 Jewellery Treasure Table 4
31-36 Potions Treasure Table 11 (Single Use)
41-42 Clothing Treasure Table 5 and Table 10
42-43 Weapons Treasure Table 6 and Table 7
44-46 Armour Treasure Table 8 and Table 9
61-62 Scrolls Treasure Table 11 (Single Use)
63 Wand Treasure Table 11 (3d6 Charges)
64 Magic Staff Treasure Table 11 (3d6 Charges)
65-66 Weird Treasure Table 12
11-16 d6 Gems Treasure Table 3
21-26 Jewellery Treasure Table 4
31-36 Potions Treasure Table 11 (Single Use)
41-42 Clothing Treasure Table 5 and Table 10
42-43 Weapons Treasure Table 6 and Table 7
44-46 Armour Treasure Table 8 and Table 9
61-62 Scrolls Treasure Table 11 (Single Use)
63 Wand Treasure Table 11 (3d6 Charges)
64 Magic Staff Treasure Table 11 (3d6 Charges)
65-66 Weird Treasure Table 12
2D6 GEM TYPE VALUE (GC)
2-4 Tiny d6x2
5-6 Small d6x10
7-8 Medium d6x20
9 Large d6x100
10 Huge 2d6x100
11 Enchanted Roll again (re-roll 11 or 12s) + roll on Table 10
12 Enchanted Roll again (re-roll 11 or 12s) + roll on Table 11 (3d6 Charges)
2-4 Tiny d6x2
5-6 Small d6x10
7-8 Medium d6x20
9 Large d6x100
10 Huge 2d6x100
11 Enchanted Roll again (re-roll 11 or 12s) + roll on Table 10
12 Enchanted Roll again (re-roll 11 or 12s) + roll on Table 11 (3d6 Charges)
2d6 JEWELLERY TYPE VALUE (GC)
2 Crown 2d6x50
3 Tiara 2d6x50
4 Cloak Pin 2d6x5
5 Arm Band 2d6x10
6 Amulet 2d6x30
7 Ring 2d6x10
8 Necklace 2d6x40
9 Bracelet 2d6x25
10 Pendant 2d6x5
11 Enchanted Roll again (re-roll 11 or 12s) + roll on Table 10 for magic effect
12 Enchanted Roll again (re-roll 11 or 12s) + Table 11 (3d6 Charges)
2 Crown 2d6x50
3 Tiara 2d6x50
4 Cloak Pin 2d6x5
5 Arm Band 2d6x10
6 Amulet 2d6x30
7 Ring 2d6x10
8 Necklace 2d6x40
9 Bracelet 2d6x25
10 Pendant 2d6x5
11 Enchanted Roll again (re-roll 11 or 12s) + roll on Table 10 for magic effect
12 Enchanted Roll again (re-roll 11 or 12s) + Table 11 (3d6 Charges)
d6 CLOTHING TYPE VALUE (GC)
1 Boots 5
2 Cloaks 2
3 Robes 3
4 Gloves / Gauntlets 5
5 Hats 1
6 Belts / Girdles 2
1 Boots 5
2 Cloaks 2
3 Robes 3
4 Gloves / Gauntlets 5
5 Hats 1
6 Belts / Girdles 2
D66 WEAPON TYPE
11 Spiked Gauntlets
12 Sap
13 Whip
14 Knife
15 Sling
16 Club
21 Staff
22 Dagger
23 Mace
24 Spear
25 Short Sword
26 Great Club
31 Short Bow
32 Long Sword
33 Morning Star
34 Flail
35 Long Bow
36 Bastard Sword
41 Glaive
42 Pole-Arm
43 Halberd
44 Great Axe
45 Great Sword
46 Hand Crossbow
51 Light Crossbow
52 Heavy Crossbow
53 Sling Stones (2d6)
54 Arrows (2d6)
55 Arrows (2d6)
56 Knuckle Dusters
61 Dagger
62 Great Sword
63 Short Sword
64 Long Sword
65 Long Bow
66 Long Sword
11 Spiked Gauntlets
12 Sap
13 Whip
14 Knife
15 Sling
16 Club
21 Staff
22 Dagger
23 Mace
24 Spear
25 Short Sword
26 Great Club
31 Short Bow
32 Long Sword
33 Morning Star
34 Flail
35 Long Bow
36 Bastard Sword
41 Glaive
42 Pole-Arm
43 Halberd
44 Great Axe
45 Great Sword
46 Hand Crossbow
51 Light Crossbow
52 Heavy Crossbow
53 Sling Stones (2d6)
54 Arrows (2d6)
55 Arrows (2d6)
56 Knuckle Dusters
61 Dagger
62 Great Sword
63 Short Sword
64 Long Sword
65 Long Bow
66 Long Sword
d66 WEAPON EFFECT VALUE (GC)
11-16 Silvered x5
21-26 Jeweled x10
31-36 Fine (+1 Off) x15
41-43 Supurb (+2 Off) x20
44-46 Exquisite (+3 Off) x25
51-53 Flawless (+4 Off) x30
54-56 Epic (+5 Off) x40
61-63 Magic Power x50, roll on Table 10
64-66 Spell Effect Roll on Table 11 (3d6 Charges)
11-16 Silvered x5
21-26 Jeweled x10
31-36 Fine (+1 Off) x15
41-43 Supurb (+2 Off) x20
44-46 Exquisite (+3 Off) x25
51-53 Flawless (+4 Off) x30
54-56 Epic (+5 Off) x40
61-63 Magic Power x50, roll on Table 10
64-66 Spell Effect Roll on Table 11 (3d6 Charges)
D66 ARMOUR TYPE (Value)
11-13 Helm, hood, or skullcap (6gp)
13-16 Shield (7gp)
21-23 Padded (6gp)
24-26 Leather (10gp)
31-33 Furs (3gp)
34-36 Ring Mail (30gp)
41-43 Brigadine (50gp)
44-46 Scale Mail (80gp)
51-53 Chain Mail (100gp)
54-56 Splint Mail (150gp)
61-62 Banded Mail (200gp)
63-64 Plate Mail (600gp)
65-66 Full Plate (1000gp)
11-13 Helm, hood, or skullcap (6gp)
13-16 Shield (7gp)
21-23 Padded (6gp)
24-26 Leather (10gp)
31-33 Furs (3gp)
34-36 Ring Mail (30gp)
41-43 Brigadine (50gp)
44-46 Scale Mail (80gp)
51-53 Chain Mail (100gp)
54-56 Splint Mail (150gp)
61-62 Banded Mail (200gp)
63-64 Plate Mail (600gp)
65-66 Full Plate (1000gp)
d66 AMROUR EFFECT VALUE (GC)
11-16 Engraved x5
21-26 Jeweled x10
31-36 Fine (+1 Def) x15
41-43 Supurb (+2 Def) x20
44-46 Exquisite (+3 Def) x25
51-53 Flawless (+4 Def) x30
54-56 Epic (+5 Def) x40
61-63 Magic Power x50, roll on Table 10
64-66 Spell Effect Roll on Table 11 (3d6 Charges)
11-16 Engraved x5
21-26 Jeweled x10
31-36 Fine (+1 Def) x15
41-43 Supurb (+2 Def) x20
44-46 Exquisite (+3 Def) x25
51-53 Flawless (+4 Def) x30
54-56 Epic (+5 Def) x40
61-63 Magic Power x50, roll on Table 10
64-66 Spell Effect Roll on Table 11 (3d6 Charges)
d66 MAGIC POWER BONUS TO SKILL LEVEL
11-12 of the Cheetah Agility
13-14 of the Eagle Awareness
15-16 of the Fist Brawl
21-22 of Tinkering Craftsmanship
23-24 of Charm Charm
25-26 of the Cat Darksight
31-32 of the Ox Endurance
33-34 of the Owl Folk Lore
35-36 of the Magi Magic
41-42 of the Cross Healing
43-44 of Dampening Magic Resistance
45-46 of the Hawk Marksmanship
51-52 of the Spider Roguery
53-54 of the Bull Might
55-56 of Battle Sword Play
61-62 of the Woods Wilderness Lore
63-66 GM's Choice
Roll a d6 to determine the Skill Level Bonus
1-3 +1 to Skill
4-5 +2 to Skill
6 +3 to Skill
11-12 of the Cheetah Agility
13-14 of the Eagle Awareness
15-16 of the Fist Brawl
21-22 of Tinkering Craftsmanship
23-24 of Charm Charm
25-26 of the Cat Darksight
31-32 of the Ox Endurance
33-34 of the Owl Folk Lore
35-36 of the Magi Magic
41-42 of the Cross Healing
43-44 of Dampening Magic Resistance
45-46 of the Hawk Marksmanship
51-52 of the Spider Roguery
53-54 of the Bull Might
55-56 of Battle Sword Play
61-62 of the Woods Wilderness Lore
63-66 GM's Choice
Roll a d6 to determine the Skill Level Bonus
1-3 +1 to Skill
4-5 +2 to Skill
6 +3 to Skill
D66 SPELL EFFECT
11 Bless / Cure (1st Circle)
12 Cat Eyes (1st Circle)
13 Detect Magic (1st Circle)
14 Light / Darkness (1st Circle)
15 Protection (1st Circle)
16 Wizard Eye (1st Circle)
21 Breathe Water (2nd Circle)
22 Cure Disease (2nd Circle)
23 Command (2nd Circle)
24 Cure Poison (2nd Circle)
25 Detect Invisible (2nd Circle)
26 ESP (2nd Circle)
31 Haste (2nd Circle)
32 Hold off the Dead (2nd Circle)
33 Invisibility (2nd Circle)
34 Heal Minor Wounds (2nd Circle)
35 Levitate (2nd Circle)
36 Mind Mask (2nd Circle)
41 Shield (2nd Circle)
42 Might (2nd Circle)
43 Banish Undead (3rd Circle)
44 Fly (3rd Circle)
45 Control Weather (4th Circle)
46 Greater Healing (4th Circle)
51 Anti-Magic Shell (5th Circle)
52 Dome Of Defense (5th Circle)
53 Life (5th Circle)
54 Death (5th Circle)
55 Open / Lock (1st Circle)
56 Bravery / Fear (1st Circle)
61 Protection from Demons (1st Circle)
63 Speak with Animals (1st Circle)
64 Speak with Dead (1st Circle)
65 Dispell Magic (2nd Circle)
66 Levitate (2nd Circle)
11 Bless / Cure (1st Circle)
12 Cat Eyes (1st Circle)
13 Detect Magic (1st Circle)
14 Light / Darkness (1st Circle)
15 Protection (1st Circle)
16 Wizard Eye (1st Circle)
21 Breathe Water (2nd Circle)
22 Cure Disease (2nd Circle)
23 Command (2nd Circle)
24 Cure Poison (2nd Circle)
25 Detect Invisible (2nd Circle)
26 ESP (2nd Circle)
31 Haste (2nd Circle)
32 Hold off the Dead (2nd Circle)
33 Invisibility (2nd Circle)
34 Heal Minor Wounds (2nd Circle)
35 Levitate (2nd Circle)
36 Mind Mask (2nd Circle)
41 Shield (2nd Circle)
42 Might (2nd Circle)
43 Banish Undead (3rd Circle)
44 Fly (3rd Circle)
45 Control Weather (4th Circle)
46 Greater Healing (4th Circle)
51 Anti-Magic Shell (5th Circle)
52 Dome Of Defense (5th Circle)
53 Life (5th Circle)
54 Death (5th Circle)
55 Open / Lock (1st Circle)
56 Bravery / Fear (1st Circle)
61 Protection from Demons (1st Circle)
63 Speak with Animals (1st Circle)
64 Speak with Dead (1st Circle)
65 Dispell Magic (2nd Circle)
66 Levitate (2nd Circle)
d6 ITEM
1 Magic Dust - Roll on Table 11 (Single Use)
2 Magic Horn - Table 11 (2d6 Charges)
3 Bag of Holding - takes up 1 standard item - but holds upto 20 standard items inside
4 Lamp of Long Burning
5 Rope of Climbing
6 Rug of Flying
1 Magic Dust - Roll on Table 11 (Single Use)
2 Magic Horn - Table 11 (2d6 Charges)
3 Bag of Holding - takes up 1 standard item - but holds upto 20 standard items inside
4 Lamp of Long Burning
5 Rope of Climbing
6 Rug of Flying