Rulebook · Chapter 14 of 17

14.0 Treasure

General Rule

If the party defeats a monster or group of monsters in combat (and sometimes after successful negotiation too), the players may determine what treasure the monster carried, or was guarding. Treasure comes in three kinds: gold pieces, valuables, and magic items.

Once its kind and amount have been precisely determined, treasure is divided among the party members however the players see fit. Treasure held by each character must be reflected on that character's sheet. A character who receives a magic item may use it for the rest of the game, give it away, trade it, or sell it.

If a character is killed, the surviving party members may divide up whatever treasure they held.

Procedure

  1. Look up the treasure type corresponding to the killed monster in the "Monster Stats" table. It's given as one or two letters, separated by a slash. If there are two letters, the first denotes the treasure type for a resident monster, and the second is used when the killed monster was a wandering one.
  2. The exact amount of each kind of treasure is determined using table 14.9 "Treasure". This table has three columns, one for each kind of treasure. Each treasure type (i.e. letter) corresponds to a code, read as follows: the first digit (e.g. in 3:1K6x5) gives the probability that the monster has that kind of treasure at all. Roll 1K6, and if the number rolled is less than or equal to that digit, the monster has that kind of treasure (in the example code above, a roll of 1, 2, or 3). On the other side of the colon is the die code (one or more of the same kind) to roll to find out how much treasure there is: the number of gold pieces, valuables (count, not value), or magic items equals the number rolled. In the example above, the number rolled must then be multiplied by 5.
  3. If the monster had valuables, their value must be determined, using table 14.9 "Valuables". The player must roll 2K6 separately for each valuable taken from the monster, and read its value from the table, in the row matching the number rolled. A valuable's value should be recorded on the character sheet individually, rather than as a running total of every valuable a character has collected so far.
  4. If the monster had magic items, their kind is determined using table 14.9 "Magic Items". Roll 1K6 twice. The first roll determines the kind of magic item, and the second gives its exact name, read from the column matching the kind determined by the first roll.
  5. All three kinds of treasure are divided among the party members however all the players agree is fair.

Detailed Rules

[14.1] Treasure types J, K, and L are always kept in chests, which may be protected by traps. Roll 1K6 for each chest: a roll of 1 to 3 means the chest has a trap set. A character with the relevant ability may attempt to disarm it (see 7.0). Once the trap is disarmed, or the characters survive its effect, access to the treasure inside the chest is open.

[14.2] The kind and amount of treasure must be determined separately for each monster killed.

[14.3] Weapons.

The "weapon" column of the "Magic Items" table specifies the kind of magic weapon taken from the monster. A character carrying such a weapon must have this noted on their character sheet.

Once the weapon's kind is determined, roll the die a third time and use table 14.9 "Weapons" to determine the bonus (i.e. the number added to the roll when resolving combat results) gained by a character using that weapon. If the result read from the table is "roll twice", do so, adding together the results of both rolls. Since it's possible for the result to again be "roll twice", the bonus from a magic weapon can theoretically be infinitely large.

A character carrying two kinds of weapons must discard one of them if they want to take a magic weapon.

[14.4] Armour.

Wearing magic armour increases a character's strength by however many points are read from the "Magic Items" table (the "armour" column), in the row matching the number rolled on 1K6. Handle a "roll twice" result the same way as in 14.3.

Magic armour may be removed and discarded, losing the associated strength bonus, of course; it may also be given away or sold to another character, who then benefits from its magic properties. Magic armour may not be transferred during combat, negotiation, or a bribery attempt.

[14.5] Potion.

The potion's kind is determined by rolling 1K6 and reading the corresponding name from the "Magic Items" table (the "potion" column).

Characters must test a potion's effect by drinking some of it. One character must be delegated to make this attempt. That character is immediately subject to the potion's effect. After the test, only enough potion remains for one future use. The effects of each potion type are as follows:

  • Poison: The investigating character immediately suffers 1K3 wounds.
  • Dexterity: The agility of the character who drinks this potion is increased by 1K6 points, but only for the duration of the next combat. Afterward the potion loses its effect.
  • Charm (person): A character who drinks this potion may immediately take control, exactly as with the "Charm" spell (see 10.5), of a Black Knight, Warlock, Orc, or Troll present in the same segment.
  • Charm (monster): Works the same as the Charm (person) potion, except it grants control over any monster that is not a Black Knight, Warlock, Orc, or Troll.
  • Healing: Heals 1K6 wounds.

[14.6] Talisman.

A talisman's kind is determined the same way as any other magic item. Its effect is immediate.

  • Thought: The character carrying it may, at the cost of 1 wound, inflict 1K6 wounds on an opponent through sheer force of thought (only if the targeted monster fails to resist the spell). Note! This talisman may only be used 1K6 times.

  • Yellow Sun: Increases the character's magic potential under the yellow sun's influence by 1K3, meaning that if the yellow sun is dominant during this adventure, the character carrying this talisman may use that many more spells, as rolled on 1K3.

  • Blue Sun: as above, for the blue sun.

  • Red Sun: as above, for the red sun.

  • All Suns: Increases magic potential for every sun by 1K3. If, as a result of finding this talisman (or any of the three above), a character is able to use more spells than they have recorded on their character sheet, the player may immediately choose new, additional spells.

  • Evil: A character who picks up this talisman must immediately attempt to resist a spell. If the attempt fails, the character is overcome by evil and attacks the rest of the party. The attack comes from whatever position they currently hold in the order. Combat continues until:

    • a. the attacking character is killed, or
    • b. the rest of the party is killed, or
    • c. one of the party members casts Charm on the attacking character (via a spell or potion), or
    • d. one of the party members casts "Release" on them.

    In cases c. and d., the character overcome by evil must attempt to resist the spell. If that attempt fails, the talisman's power is broken and the character regains their status as a normal party member.

[14.7] Medallion.

A medallion's kind is determined the same way as any other magic item. Its effect is immediate.

  • Neutralise Poison: Grants the character immunity to all poisons for as long as they wear the medallion.
  • Potion Identification: Lets the character identify a potion's kind without testing it (drinking it). A potion found this way remains whole and may be used twice in the future.
  • Eloquence: Adds 3 points to the number rolled when determining a negotiation result. The character wearing the medallion need not be the one leading the negotiation; it's enough that they're present in the same segment.
  • Dexterity: Raises the agility of the character wearing it by 2 points.
  • Choker: The medallion tightens around the neck of the character who puts it on, inflicting 1K6 wounds.

[14.8] Ring.

  • Resistance +1 or +2: Raises the resistance of the character wearing this ring by 1 or 2 points, respectively.
  • all others: Let the character wearing one cast, for free (at no cost), the spell matching that ring's name, but only once per adventure.

[14.9] Tables "Valuables", "Magic Items", "Weapons": see the table board.