Wolves Upon the Coast - &&&&&&&& Treasure.pdf
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&&&&&&&& TREASURE
LUKE GEARING
credits
credits
credits
credits
E DI T I NG
:
L AYO U T
:
Jarrett Crader (MoonRat Conspiracy)
Rayify
Bonito
A R T WO R K
:
With thanks to Thinking Adventures and Penicillin.
This Supplement assumes the use of the silver standard
and 1d6 damage for all normal weapons.
Use the Treasure Tables to stock hoards and loot from
creatures in ‘Volume 2: Monsters &’ and elsewhere.
A dungeon floor may have several of these
Treasure Types spread throughout it.
Bandits covers “normal” hoards and those in war-torn areas.
Bandits I is a local camp, Bandits III is a bandit-king.
Tombs are historical sites and ruins.
Tomb I is a local ruin, Tomb V is the burial site of a historical conqueror.
Temples are both active and ruined holy sites.
Temple I is a local temple, Temple III is the centre of a religion.
Monstrous covers hoards by those monsters known to accumulate treasure.
Monstrous I is a goblin nest, Monstrous V is the wealth of a demon.
Magic-User covers hoards generated by those pursuing magical arts.
Magic User I is a hedge wizard, Magic User IV is a lich or wizard-king.
A Mythic hoard is ancient treasure, dragon hoards, etc–the campaign
defining haul. Items are hidden beneath mountains of conventional wealth.
treasure
treasure
treasure
tre a s u re
TREASURE TYPE
COINS
TRADE GOODS
ARTEFACTS MAPS
MAGIC ITEMS
bandits
tomb
temple
monstrous
magic-user I
II
III
IV
mythic
20%:1 means a 20% chance of a single item of that type being present.
||
|
I
II
II
IV
V
1d8*100sp
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
1d10*100sp
1d12*100sp
2d6*100sp
50%:1
70%:1
1
1
1d4*100sp
1d8*100sp
10%:1
1d6
Nil
30%:1
Nil
Nil
Nil
50%:1d4
2d10*1000sp 1d4*1000sp
50%:1
|
|
|
I
1d4*100sp
II
2d6*100sp
III
1d4*1000sp
1d10*100sp
20%:1
Nil
20%:1
20%:1
Nil
1%:1
2d10*100sp
40%:1
5%:1
2d4*1000sp
20%:1d4
I
1d4*200sp Nil
1
II
1d6*1000sp 1d4*100sp
2
III
1d10*1000sp 1d10*1000sp 3
I
II
III
IV
V
1d4*10sp
1d4*100sp
1d8*100sp
1d6*100sp
10%:1
10%:1
1d4
1d8
1
50%:1d4
30%:1
1d6
10%:1
10%:1
20%:1
1
1
20%:1
30%:1
30%:1
1d10*100sp
2d6*100sp
1d4*100sp
1d8*100sp
1d12*100sp
40%:1
1d10*100sp
1d6*100sp
1d8*100sp
2d10*1000sp 1d4*1000sp
1d6*100sp
50%:1
20%:1
30%:1
1
20%:1
1
40%:1
1d4
1d4
1d10*100sp
1d10*100sp
40%:1
1d6
1d4*1000sp
2d8
5d10*1000sp 5d10*1000sp 1d4
1d6
2d10
coins
coins
coins
coins
d12
Hoards of coins do not occur under normal conditions.
Coins are hoarded as things begin falling apart.
Hoards which are found were never claimed by their originator.
Coins filched by grubby fingers are of mixed
modern types, and usable as tender unless a
polity is actively enforcing its own coinage.
Coins discovered in hoards tie to the time of
their origin. Use the following Special Coins
if uncertain.
Certain accumulative hoards as gathered by
certain types of inhuman monsters (ogres,
bankers etc) are mostly of local, modern
types (as dictated by geography
*
),
but may (20% chance) have one of the
following Special Coins.
Special Coins can be used as normal coinage
or sold to historians, scholars and collectors.
* n.b. Viking hoards reveal silver dirhams alongside
less distant coinage.
MAGIC
MAPS
ARTEFACTS
GOODS
COINS
Plik z chomika:
Matrinicz
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Wolves Upon the Coast - Map.pdf
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Wolves Upon the Coast - &&&&&&&& Treasure.pdf
(14426 KB)
Wolves upon the Coast - Character Sheet (Nightjar Games).pdf
(24068 KB)
Wolves Upon the Coast - Sheets.pdf
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Wolves Upon the Coast - Albann & Surrounds.pdf
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