FotF2e - 04 Beasts & Booty (3-24-2020)
FotF2e - 04 Beasts & Booty (3-24-2020)
on the
Frontier
Hardscrabble Adventure
in a Fantastical World
VOLUME IV
When you say, “A gang of goblins emerges from the woods,” you’re relying on your players
to fill in the blanks with genre assumptions, and they know what to expect; but when
you say, “You see a gaggle of scrawny humanoids with pale skin and black eyes slinking
through the underbrush,” the players’ imaginations are kicked into gear. Call them bebek
hizlari (“baby thieves”) in the local tongue, they become creatures unique to your setting.
2 3
creature vs. npc
Non-player characters are a subset of creatures, distinguished by the fact that they’re
part of the social realm of the PCs, and thus invite a wider range of interactions than
creature
Choose one that suits, or roll 1d12 +safety of area (+3 for safe, +2 for unsafe, +1 for
that generally allowed by wild beasts and monsters. As such, NPCs are defined in the dangerous, +0 for perilous) for general category, 1d12 for subcategory, and 1d12 for
same terms as creatures, but with the additional details of alignment-based traits and specific type of creature. Wing it from there, or use the creature creation guidelines
motivation (as well as Quality and Loyalty ratings, if they become followers or hirelings). (Beasts & Booty, pages XX-XX).
These act as cues for more nuanced and dynamic social interactions. See the NPC chapter
in Settlements & Citizens for a more thorough explanation.
1-4 . monster
That being said, there’s nothing to stop you from treating beasts and monsters like NPCs 1 legendary 2-3 supernatural 4-12 fearsome
if you choose. Since every creature has an alignment, you can easily assign or roll traits
for individuals—especially those tagged as leader of a group or throng. If the opportunity 1-2 oddity + huge 1 divine/demonic lord 1-3 beast + ability
3-4 dragon/titan + color 2-3 elemental (element) 4-5 beast + oddity
arises for a beast or monster to join the party, treat it like any other follower.
5-6 dragon/titan + beast 4-6 imp/demon 6-7 beast + large
7-9 dragon/titan 7-8 wight/wraith 8-10 slime/ooze
creature notation 10-12 beast + huge 9-12 wisp/ghost/specter 11-12 plant/fungus
It helps to have creature information in a standardized format, so you know where to look
something up during play. Creature entries in Freebooters on the Frontier look like this: 5-8 . beast
[Creature name] ([alignment, size, number appearing, other tags]): [description]. HP [hit 1-2 water-going 3-5 airborne 6-12 earthbound
points]; Armor [armor]; Damage [damage] ([tags]); Booty [description, booty die]; 1 whale/narwhal 1 pteranadon 1 dinosaur/megafauna
[treasure description]; Wants [basic motivation]; Moves P [move #1] P [move #2] P 2 squid/octopus 2 condor 2 elephant/mammoth
[move #3] 3 dolphin/shark 3 eagle/owl 3 ox/rhinoceros
4 alligator/crocodile 4 hawk/falcon 4 bear/ape/gorilla
5 turtle 5 crow/raven 5 deer/horse/camel
EXAMPLE
6 clam/crab/lobster 6 heron/crane/stork 6 cat/lion/panther
Milkspider (neutral, tiny, throng, stealthy): a pale, fist-sized arachnid, full of ichor from 7 fish 7 gull/waterbird 7 dog/wolf/boar/pig
which it gets its name. HP 1; Armor 0; Damage bite 1 (touch); Booty none; Wants to lay 8 frog/toad 8 songbird/parrot 8 snake/lizard/armadillo
in provisions; Moves P Wait and watch in silence P Entrap them in sticky webs P Attack 9 eel/snake 9 chicken/duck/goose 9 mouse/rat/weasel
as a horde. 10 clam/oyster/snail 10 bee/wasp/hornet 10 ant/centipede/scorpion
11 jelly/anemone 11 locust/dragonfly/moth 11 snail/slug/worm
12 insect/barnacle 12 gnat/mosquito/firefly 12 termite/tick/louse
9-10 . humanoid
If the dominant culture of the region is not human, substitute "human" for one of
the asterisked (*) entries. Roll NPC occupaton, alignment, and traits if desired
(Settlements & Citizens, pages XX-XX).
1-2 rare 3-5 uncommon 6-12 common
1-2 human + monster 1 cyclops/giant (large) 1-2 orc/hobgoblin/gnoll
3-4 major undead 2-3 ogre/troll (large) 3-5 goblin/kobold (small)
5-6 werebeast 4-7 minor undead 6-7 half-elf/half-orc etc.
7-8 human + beast 8 lizardfolk/merfolk 8-9 halfling* (small)
9-10 fey/fairy (tiny) 9 catfolk/birdfolk 10-12 mixed party (group)
11-12 elf* 10-12 dwarf/gnome* (small)
11+ . human
If humans do not comprise the dominant culture of the region, substitute the
species that is dominant. Roll NPC occupaton, alignment, and traits if desired
(Settlements & Citizens, pages XX-XX).
4 5
size, range, quantity, adjusted hit points & damage
base hit points & damage How tough is the creature? Choose or roll 1 a general description, and adjust the
creature’s hit points and damage accordingly. When applying a damage modifier to a
How big is the creature? A creature’s size determines how close it needs to be to roll, damage may not be reduced below 1.
an enemy to deal damage, how likely it is to appear in greater numbers, how much
damage it inflicts and how many hit points it has on average. Choose a size, or 1d12 creature is... hp adjustment damage modifier
roll 1d12. Then roll 1d12 to determine general quantity. When specific numbers
1 fragile/weak/sheltered base HP x.5 -2
are needed in play, establish them using the no. appearing column. The damage
2-3 domesticated/civilized base HP x.75 -1
column indicates the base damage die the creature rolls to inflict damage, assuming
4-7 tough/wild/uncivilized base HP x1 none
it employs natural weaponry; if it wields a weapon, use that weapon’s range and
8-10 predator/warrior base HP x1.5 +1
damage die as indicated in the marketplace listings. When a group or throng
11 leader/veteran/durable base HP x2 +2
appears, at least one among them will be a leader.
12 legendary/ancient base HP x4 +3
1d12 size range 1d12 quantity no. appearing hp damage
1 tiny touch 1 solitary 1 4 1d3
2-7
8-12
group
throng
1d6+1
3d6+5
2
1
1d2
1
defense
How does the creature fend off injury? Choose or
2-3 small close 1-2 solitary 1 6 1d6 roll 1.
3-9 group 1d6+1 3 1d4
10-12 throng 3d6+5 2 1d3 1d12 defense is... armor
4-9 medium close 1-4 solitary 1 8 1d8 1-4 skin/cloth 0
5-10 group 1d6+1 6 1d6 5-7 hide/fur/leather/thin shell 1
11-12 throng 3d6+5 4 1d6 8-9 chainmail/scales/thick shell 2
10-11 large reach 1-7 solitary 1 16 1d10 10 scale armor/carapace/bone 3
11 plate armor/thick carapace 4
10-12 group 1d6+1 12 1d8
12 dragonscale/enchanted armor 5
12 huge near 1-11 solitary 1 32 1d12
12 group 1d6+1 24 1d10 Does the creature have additonal physical defense?
If it has a shield or other ability to deflect or evade
attacks, give it +1 armor.
6 7
attack
How does the creature hurt its enemies? Choose all that apply or roll 1d12.
additional tags
What else is noteworthy about the creature? Choose all that apply based on results
of the previous steps, or roll if you feel like it.
1d12
1-3
uncommon tag effect
flying able to take the air; add 1 flying move
moves
How does the creature behave? Write down 3-5 moves which describe
4-5 undead may be insubstantial; unaffected by poison, disease, etc.
charactersitic actions the creature may take beyond general logical behavior (attack,
6 amorphous suffers lowest of 2 damage rolls
defend, flee, etc.).
7 immune unaffected by damage from specified source
example: immune (cold)
Incorporate any move suggestions derived from additonal tags (page X), and
8 construct may be mindless; acts according to orders of master
consider your mental image as you imagine what makes this creature interesting,
9 magical add 1 magic move (spell, power, etc.)
challenging, and/or different.
10 planar may be insubstantial; add 1 move related to home plane
11 terrifying strikes fear into the hearts of all who behold it
Before committing to any moves, you may want to draw inspiration from details
12 divine may be planar; +2 damage, base HP x1.25
rolled on the tables on the next page.
8 9
details
These tables are arranged in alphabetical order. Use whichever you choose, whenever
details
Use whichever of these tables seem appropriate, whenever you need prompts for
prompts for ideas or descriptions are needed. ideas and descriptions.
10 11
inherent booty example
seize booty Most wild creatures don’t own things or
The first time the party defeats a sheep-
carry treasure around with them. If they
When someone searches a creature, stash, or lair for anythign of value, they find whatever lion, I roll its booty die—1d6, because
possess anything of value, it must usually be
has already been established and whatever would sensibly be present. Then, they get to it is a medium-sized creature—and
gleaned from their remains in the form of
make a booty roll to see what else they find. get a 2, which means I need to make 2
food, furs, organs, and the like.
separate booty rolls. I roll a 5 (“nutri-
ment worth HP/2 rations”) and a 4
A creature’s booty die (bd) is determined by its size (if the creature doesn’t use or value The first time you make booty rolls for a
(“body part”).
material goods) or its wealth (if it does use or value material goods). A wild predator creature using the inherent column of the
which collects victims has its own booty die based on its size, while each of its victims booty table, the result applies for all future
The sheep-lion has 9 HP, so I know that
may be assigned a booty die based on its wealth. creatures of that type. However, the specific
up to 5 rations can be harvested from
value of any body part rolled should be
1d12 creature size bd 1d12 creature wealth bd its carcass. For the body part I roll a 7
rolled fresh each time to reflect its relative
for part (“appendage/limb”), a 3 for
1 tiny none 1-2 penniless none quality (see example).
property (“augmentation/offense”),
2-3 small 1d4 3-6 poor 1d4
and a 4 for value(“(2d10x2) sp”).
4-9 medium 1d6 7-9 mediocre 1d6 Harvesting a dead creature’s useful parts may
I decide that the claws of the sheep-
10-11 large 1d8 10 comfortable 1d8 be routine in some situations, but at times
lion are valued by the locals as spiky
12 huge 1d10 11 wealthy 1d10 the Judge may rule that it requires special
modifications to their hand weapons.
12 fabulous 1d12 skill and call for a saving throw of one kind
or another to do so. A poor result on such
To determine the number of booty rolls to make, first roll the creature’s booty die and In this instance, I roll 2d10x2 for
a saving throw might result in partial or
note the result. If the creature is a hoarder, and a stash or lair is being searched, multiply the value of the appendage/limb and
total loss of the booty, along with other
this number by 2. get 34 sp. Whenever a sheep-lion is
consequences.
encountered in the future, I know its
Then, roll the booty die again that number of times on the table on page XX, referring body is worth up to 5 rations, but in
to the column that describes where the booty is being found. inherent booty is derived each case I’ll roll 2d10x2 anew to
from a creature’s body (meat, hide, glands, etc.); stashed booty includes treasure chests determine the value of its claws.
and the like. Remember that a PC searching for booty may always burn 1 Luck to
increase any die roll. Roll on further tables as indicated by smallcaps entries.
When interpreting the results of booty roll, consider the following suggestions:
• If the creature is a construct or servant, use the tags of its master to generate booty.
• If the creature is far from home, add 1 bd of rations that the creature would eat.
• If the creature is magical, include one or more strange, possibly magical items.
• If the creature is divine, include some sign of worship, blessing, curse, and/or idolatry.
• If the creature is planar, include something not of this world.
When you roll the same type of item more than once, feel free to count them as multiples
or copies in order to speed up the process. For instance, if you roll an “8” three times on
the gem table, you could just say that there are 3 garnets, each possessing the same value.
12 13
booty body part
Roll 1d12 for part, 1d12 for the useful property it possesses, and the creature’s
A creature’s booty die (bd) is determined by its size (if the creature doesn’t use or
value material goods) or its wealth (if it does use or value material goods): booty dice (bd) for value. Some body parts may require special effort or skill to
harvest properly.
1d12 creature size bd 1d12 creature wealth bd
1d12 part 1d12 property bd value
1 tiny none 1-2 penniless none
2-3 small 1d4 3-6 poor 1d4 1-3 skin/hide/fur/shell 1-2 protection/defense 1-3 1d10 sp
4 blood/ichor 3 augmentation/offense 4-5 (1d10x2) sp
4-9 medium 1d6 7-9 mediocre 1d6
5 internal organ 4 spice/ingredient 6-7 (2d10x2) sp
10-11 large 1d8 10 comfortable 1d8 6 gland/sac/node 5 ink/dye/stain 8-9 (4d10x2) sp
12 huge 1d10 11 wealthy 1d10 7 appendage/limb 6 narcotic/soporific 10 (8d10x2) sp
12 fabulous 1d12 8 sinew/muscle/bone 7 perfume/aphrodisiac 11 (10d10x2) sp
9 teeth/tusks/horns 8 decorative/beautiful 12 (10d10x5) sp
To determine the number of booty rolls to make, first roll the creature’s booty die 10 ears/nose/tongue 9 poison/venom/toxin
and note the result. If the creature is a hoarder, and a stash or lair is being searched, 11 eyes/sensory organs 10 curative/restorative
multiply this number by 2. 12 brain 11 spell component
12 supply for specialty
Then, roll the booty die again that number of times on the table below, referring
to the column that describes where the booty is being found. inherent booty is
derived from a creature’s body (meat, hide, glands, etc.); stashed booty includes
treasure chests and the like. Remember that a PC searching for booty may always
burn 1 Luck to increase any die roll.
Roll on indicated subtables as needed. Alter, ignore, or re-roll results as you see fit.
Always consider the context in which the booty is found and describe it accordingly.
15
trinket rarity
An object of sentimental, and/or material value, small enough fit in a pocket. Roll Roll booty dice (bd) for category, then roll further as indicated.
1d12 for form, then creature’s booty dice (bd) to determine material and value.
1d12 form bd material value 1-3 . trade good
1 ornament 1 stone/shell/bone/hair/horn 1 sp bd type notes value
2 miniature 2 wood/ceramic/leather 1d4 sp
1 grain/raw textile roll bd x2 for total wt 1 sp per 1 wt
3 toy/plaything 3 brass/bronze/iron/tin 1d6 sp
2 lumber/stone/ore roll bd x2 for total wt 2 sp per 1 wt
4 puzzle/oddment 4 copper 1d8 sp
3 preserved food (rations) roll bd for total wt 4 sp and 7 uses per 1 wt
5 instrument 5 silver/glass 1d10 sp
4 iron/copper ingots roll bd for total wt 3/5 sp per 1 wt
6 box/case 6-9 fine roll 1d4+1 for material,
5 furs/hides/fabric roll bd for total wt (1d4x5) sp per 1 wt
7 locket/keepsake multiply value x2
6 pottery/glassware fragile; roll bd for total wt (1d6x5) sp per 1 wt
8 ring/loop/hoop 10-12 exquisite roll 1d4+1 for material,
7 grog/wine/spirits roll bd for total wt (1d4x5) sp and 2 uses per 1 wt
9 brooch/pin multiply value x4
8 herbs/spices/tea/tobacco roll bd x.25 for total wt (2d10x5) sp per 1 wt
10 charm/amulet
9 monster body parts roll bd for quantity roll body part
11 religious/arcane symbol
10 contraband roll bd x.25 for total wt (4d10x5) sp per 1 wt
12 figurine/likeness
11 weapons/armor roll bd for quantity market value
12 silver/gold ingots roll bd for total wt 100/500 sp per 1 wt
16 17
forge a magic item
Rare objects of wondrous capacity, wrought by obscure means, magic items grant magic item type,
otherworldy abilities those who wield or wear them, regardless of wizardly training.
value & power
If you abide strictly by the booty generation tables, only individuals of comfortable wealth Choose or roll 1d12 for magic item type,
type determine its value as indicated, and roll
or greater might possess a magic item, and even then the chances are relatively low. the owner’s booty die (bd) to determine the item’s relative power
power. Keep this in mind
as you work out the details of the item’s capabilities.
When you need a magic item for any reason, follow this procedure. Take notes as you go.
1d12 magic item type base value
1 Choose or roll magic item type (page X) and note the associated base value. 1 scroll 10 sp per use (1 use)
2 Choose or roll the item’s power (page X) and calculate its value accordingly. 2-4 potion 10 sp per use (1bd uses)
3 Roll to a magic item name template (page X). 5 garb 20 sp
4 Roll each component of the name template using the provided tables (pages XX-XX). 6-7 jewelry 2bd x5 sp
8 wand/staff/rod 15 sp
5 You now have a name for your item. Does it suit the context and your personal taste?
9 weapon market value x2
If you don’t like it for any reason, re-roll or alter the name until you have something 10 armor/shield market value x2
you can work with. 11-12 miscellaneous 1bd x 10 sp
6 Optional: roll on the booty details tables (page X) of your choice to throw a few
more ideas into the pot. 1bd power value multiplier example abilities
7 Optional: think about who made the item, and why. If you’re inclined, roll up this
1-4 minor x2 glow brightly, detect alignment, encourage ally
crafty individual using the NPC tables (Settlements & Citizens, page X). 5-7 moderate x5 burn with holy fire, discern intent, heal wounds
8 Consider the item’s name, power, context, and any other details you’ve written down. 8-9 major x10 cut metal with ease, control mind, animate dead
Picture the thing. What does it do? How does it work? 10-11 spectacular x20 destroy fortification, possess army, resurrect
9 Using the item’s power as a guide, codify its abilities by translating them into one or 12 legendary x50 slay a god, ascend celestial throne, live forever
more moves (see example).
10 Edit what you have until you’re satisified.
make it special
example
The PCs are planning to explore the flooded cave lair of a giant called the River King. In the
In a Freebooters campaign, there’s no such thing as a “+1 Sword”—nearly every object
porcess of rolling up his treasure, I get 1 magic item. I roll a 9 for type and get wand/staff/
imbued with arcane power is the one-of-a-kind creation of some mad genius, skilled
rod, then a 3 to determine that it has only minor powers. I take the base value of 15 sp and
rod
enchanter, or spellsmith. With the possible exception of “healing potions” and other
multiply it by 2: it might fetch 30 sp if they can find a buyer. But what does it do?
uncommon (and, frankly, suspect) over-the-counter admixtures, a magic item has hisotry
and character. Take this into account as you develop
On the magic item name table I roll a 7, getting “(The) [Adjective] [Item] of the
[Noun]” as a template. Then it’s a roll of 42 for the adjective “Frozen,” 73 for the noun
make it mysterious
“Soul,” and 100 on the wand/staff/rod table for the item “Wand.” Plugging those into
Only those versed in arcane lore or possessing a particular sensitivity to the uncanny
the template gives me “The Frozen Wand of the Soul,” but I like the sound of “Wand of the
energies that flow between worlds will be able to discern the properties of a magic item,
Frozen Soul” better, so I write that down.
and even then it may take some study. Everyone else can either choose to avoid tampering
with the thing at all, or figure out what it’s capable of by trial and error. You are likely to
I have an idea for a minor effect already, but I decide to roll on a couple of the booty
find the latter, less resistable route a consistent source of entertainment.
details tables for further inspiration. I roll “dissolve/erode/decay” on the ability table,
and “illusion/glamor” on the magic type table. Okay, it’s a minor effect, illusion works
give it a drawback
with that... and dissolving resonates with frozen because it makes me think of melting.
With great power comes great potential for repercussions only spelled out in the small
Hmm. After a little more thought, I write up this move for the Wand of the Frozen Soul:
print. If an item’s name or context suggests it might have a downside, fold that into your
concept. Certain words (e.g., “Curse” or “Mistake”) in a magic item’s name might point
When you touch an inanimate object with the Wand, the object appears to freeze and
with heavy hand toward a negative quality, but consider sensible drawbacks to even the
melt, an illusion which persists until the illusion is tested or until the next sunrise,
most virtuous of appellations. The Sword of the Sun, when held aloft before the dark
whichever comes first. For each person you deceive in this way, your soul grows a bit
hordes, might well inflict lasting blindness on friend and foe alike.
colder; for each 9th person you deceive, you gain a vice reflecting the current state of
your soul (replacing an existing trait if necessary).
18 19
magic item name 1d100 noun adjective 1d100 noun adjective
Roll 1d12 to determine a template for the item’s name, then roll on the tables here 68 Sight Rejuvenating
35 Heart Entangling
and following for each component. “Item
Item” refers to the specific subtype to be rolled 36 Heroism Enveloping 69 Silence Restorative
on the relevant magic item type table. 37 Humility Excruciating 70 Sloth Scintillating
38 Ice Extra-Planar 71 Song Screaming
1d12 magic item name template 1d12 magic item name template 39 Ineptitude Fearsome 72 Sorcery Shimmering
40 Insight Flaming 73 Soul Shining
1-2 (The) [Noun] [Item] 9 [Name]’s [Item]
41 Intellect Floating 74 Speed Shivering
3-4 (The) [Adjective] [Item] 10 [Name]’s [Item] of (the) [Noun]
42 Invocation Frozen 75 Spring Sleeping
5-6 (The) [Item] of (the) [Noun] 11 [Name]’s [Adjective] [Item] 43 Invulnerability Glittering 76 Stars Slow
7-8 (The) [Adjective] [Item] of the [Noun] 12 [Wizard name]’s [Noun] [Form] 44 Judgement Healing 77 Stone Splintered
45 Levitation Hindering 78 Storm Strange
When you need a name, roll up a wizard name on the spell name table (Basic Rules, 46 Life Icy 79 Strength Stupefying
pXX) or use a name list for your setting. 47 Light Illusory 80 Stride Terrible
48 Love Ingenious 81 Submission Thirsty
49 Luck Instant 82 Summer Thundering
1d100 noun adjective 1d100 noun adjective 50 Magic Invigorating 83 Summoning Transforming
01 Air Accursed 18 Earth Consuming 51 Mercy Invisible 84 Sun Uncontrollable
02 Alacrity All-Seeing 19 Envy Crimson 52 Might Invulnerable 85 Swimming Unseen
03 Autumn Arcane 20 Fire Dark 53 Mistake Iron 86 Thunder Unstoppable
04 Beast Befuddling 21 Flight Dazzling 54 Moon Irresistible 87 Trickery Untiring
05 Blood Binding 22 Foe Deafening 55 Mountain Liberating 88 Venom Vengeful
06 Bone Bitter 23 Force Delicate 56 Necromancy Lordly 89 Voice Vexing
07 Celestial Black 24 Fortitude Demonic 57 Night Maddening 90 Void Violent
08 Charm Blazing 25 Fortune Devastating 58 Patience Magnificent 91 Vulnerability Violet
09 Agility Blessed 26 Fury Devilish 59 Poison Many-Colored 92 Warding Viridian
10 Control Blinding 27 Glory Dim 60 Power Mighty 93 Water Weakening
11 Cosmos Bright 28 Gluttony Draining 61 Pride Most Excellent 94 Weakness White
12 Darkness Broken 29 Grace Dwarven 62 Puissance Oozing 95 Wind Wondrous
13 Death Burning 30 Greed Eldritch 63 Resistance Piercing 96 Winter Yellow
14 Defense Capacious 31 Hand Elvish 64 River Poisonous 97 Wisdom Weakening
15 Deflection Cerulean 32 Hate Empowering 65 Sacrifice Prismatic 98 Word White
16 Destruction Concealing 33 Healing Enlightening 66 Sea Radiant 99 Wrath Wondrous
17 Dominance Confusing 34 Health Ensorcelling 67 Shadow Red 100 Zeal Yellow
20 21
scroll potion wand/staff/rod weapon
“Scroll” is a catchall term for any An alchemical, apothecarial, or Imbued with arcane energy or When tools of death are forged, what
vessel inscribed with arcane runes arcane concoction which creates a providing a conduit for same, often thamaturge of ill intent can resist the
or glyphs which, when incanted, specific effect in the imbiber. found clutched in the hand of a witch urge to make them cut more deeply?
discharge a specific magical spell. or wizard.
Upon being spoken, the incantation 1d100 item 1d100 item
vanishes and the vessel either 01-02 Balm 1d100 item 01 Ally
disintegrates or returns to its 03-04 Brew 01-05 Baton 02 Arrow(s)
mundane state. 05-09 Dust 06-10 Cane 03-07 Axe
10-24 Elixir 11-15 Crook 08 Bane
25-26 Glue 16-30 Rod 09 Battle Axe
To determine the specific spell 27-36 Oil 10-14 Blade
31-40 Scepter
inscribed on a given scroll, choose 37-38 Ointment 41-70 Staff 15 Bludgeon
one as befits the context, or roll one 39-40 Philter 71-75 Stick 16 Bolt(s)
up using the spell name table (Basic 41-42 Potation 76-100 Wand 17-21 Bow
Rules, page XX). 43-73 Potion 22 Brand
74-78 Powder 23 Club
79-88 Salve 24 Companion
89-90 Sap 25 Crossbow
91-92 Solution 26 Cudgel
93-94 Tincture 27 Curse
95-96 Tonic 28-32 Dagger
97-100 Unguent illo of heaps of treasure, including items from each category 33 Dart(s)
34 Edge
35 Flail
36 Friend
37 Glaive
38 Great Axe
39 Great Hammer
garb jewelry armor/shield 40 Great Sword
41 Halberd
An ensorcelled article of clothing, An enchanted personal accessory, What smith of honest iron
42-46 Hammer
imparting powers upon its wearer. certainly more than ornamental. would deign to collaborate with a 47 Hatchet
practitioner of the eldrtich arts? 48 Javelin
1d100 garb 1d100 garb 1d100 jewelry 1d100 jewelry 49-53 Knife
01 Apron 66 Jerkin 01-10 Amulet 42 Gorget 1d100 item 1d100 item 54 Lance
55 Longaxe
02 Band 67 Mantle 11 Anklet 43 Headband 01 Aegis 53-62 Leather 56 Longbow
03-12 Belt 68 Mask 12 Armband 44 Icon 02 Bastion 63-69 Mail 57 Longsword
13 Blouse 69 Raiment 13 Armlet 45 Idol 03-12 Bracers 70 Plate 58-62 Mace
14-23 Boots 70-79 Robe(s) 14-18 Band 46 Locket 13 Breastplate 71-75 Scale 63 Maul
24-28 Cap 80 Sandals 19 Bangle 47 Loop 14-18 Buckler 76 Shell 64 Morning Star
29-33 Cape 81 Sash 20 Bauble 48 Medallion 19-23 Chainmail 77-94 Shield 65 Nail
34-45 Cloak 82 Scarf 21-25 Bracelet 50-59 Necklace 24 Defense 95 Skin 66 Pick
46 Coat 83 Shawl 26 Brooch 60 Nosering 25-34 Gauntlets 96 Steel 67 Pike
47 Cowl 84-88 Shoes 27 Buckle 61 Ornament 35 Greaves 97 Vambraces 68 Quarterstaff
48 Dress 89 Skirt 28 Charm 62 Pendant 36 Guard 98 Visor 69 Saber
49 Garb 90-93 Slippers 29 Choker 63 Pin 37-46 Helm 99 Wall 70 Scourge
50 Garment 94 Surcoat 30 Circlet 64 Prize 47-51 Helmet 100 Ward 71 Shortbow
51 Girdle 95 Trews 31 Collar 65 Regalia 52 Iron 72-76 Shortsword
52-61 Glove(s) 96 Trousers 32-36 Crown 66-95 Ring
77 Sling
62 Gown 97 Tunic 37 Diadem 96 Signet
78 Sparth
63 Hat 98 Veil 38 Earrings 97 Talisman
79-83 Spear
64 Hood 99 Vestment 39 Figurine 98 Tiara
84 Spike
65 Jacket 100 Wrap 40 Fillet 99 Treasure
85-99 Sword
41 Garland 100 Trinket
shield in foreground, 100 Warhammer
but part of heap
22 23
miscellaneous booty details
What wonders may be wrought by a wizard’s mind, hands, and mad vision? Their Choose or roll on these tables for inspiration.
imagination knows no limit, whether it strain upward or down.
ability adjective armor
1d100 item 1d100 item 1 bless/curse 1 slick/slimy 1-2 buckler/shield
01 Bag 51 Key 2 entrap/paralyze/petrify 2 rough/hard/sharp 3 furs/hide
02 Banner 52 Lamp 3 levitate/fly/teleport 3 smooth/soft/dull 4-6 leather
03 Barrel 53 Lantern 4 telepathy/mind control 4 corroded/rusty 7 scale armor
04 Bed 54 Light 5 mimic/camouflage 5 rotten/decaying 8 chainmail
05 Blanket 55 Lock 6 seduce/hypnotize 6 broken/brittle 9 splint armor
06 Boat 56 Looking Glass 7 dissolve/erode/decay 7 stinking/smelly 10 plate armor/exotic
07 Book 57 Lute 8 based on aspect 8 weak/thin/drained 11 roll 1d8+2, add shield
08 Bottle 58 Lyre 9 based on element 9 strong/fat/full 12 roll 1d10, add fine
09 Bowl 59 Manacles 10 drain/heal 10 pale/poor/shallow
10 Box 60 Map 11 magic type 11 dark/rich/deep
11 Bucket 61 Mark
12 roll 1d10+1 twice 12 colorful
12 Cabinet 62 Mirror
13 Candle 63 Net
14 Carpet
Case
64 Orb
Phial
aspect element item detail
15 65
Cauldron Pillow 1 war/discord 1 void 1 dull/worn/broken
16 66
17 Chain 67 Pipes 2 hate/envy 2 death/darkness 2 rough/hard/sharp
18 Chair 68 Pitchfork 3 power/strength 3-4 fire/metal/smoke 3 utilitarian
19 Charm 69 Pot 4 trickery/dexterity 5-6 earth/stone/vegetation 4 delicate/fragile
20 Chest 70 Pouch 5 time/constitution 7-8 water/ice/mist 5-6 design motif (aspect)
21 Claw 71 Purse 6 lore/intelligence 9-10 air/wind/storm 7-8 design motif (element)
22 Coffer 72 Quill 7 nature/wisdom 11 life/light 9 etched/engraved
23 Cup 73 Quilt 8 culture/charisma 12 stars/cosmos 10 bright/colorful
24 Cushion 74 Rope 9 luck/fortune 11 maker’s mark
25 Decanter 75 Rug 10 love/admiration 12 mysterious inscription
26 Drum 76 Rune 11 peace/balance
27 Ewer 77 Sack 12 glory/divinity
28 Fang 78 Scabbard
29 Finger 79 Shard
30 Flag
Flagon
90 Sheath
Ship
magic type specialty weapon
31 81
Flask Sigil 1 necromancy 1 cookery/brewing 1-2 knife/dagger/shortsword
32 82
33 Flute 83 Skull 2-3 evocation/destruction 2-3 poison/alchemy 3-4 club/cudgel/mace
34 Fork 84 Sphere 4 conjuration/summoning 4 stealth/espionage 5 staff
35 Gem 85 Splinter 5 illusion/glamour 5 cartography/navigation 6 spear/flail/polearm
36 Glass 86 Spoon 6 enchantment/artifice 6 travel/transportation 7 axe/warhammer
37 Glyph 87 Steed 7 transformation 7 architecture 8-9 sword
38 Goblet 88 Stone 8 warding/binding 8 smithing/forging 10-11 sling/bow/crossbow
39 Golem 89 Sundial 9-10 based on element 9 engineering 12 great weapon/exotic
40 Gong 90 Symbol 11 restoration/healing 10 healing/apothecary
41 Hand 91 Throne 12 divination/scrying 11 divination
42 Harp 92 Tome 12 invention/wizardry
43 Head 93 Tool
44 Heart 94 Tooth
45 Hook 95 Totem
46 Horn 96 Urn
47 Hourglass 97 Vase
48 Jewel 98 Well
49 Jug 99 Wine
50 Kettle 100 Yoke
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example of booty generation example (continued)
I know the PCs are plotting to burgle the home of a merchant in town in order to finance Finally, I need to generate the details of the three 10s I rolled—rarities.
their next expedition, so I decide to prep the contents of the merchant’s home between
sessions. I’ve already rolled up the merchant as an NPC: Since Faranak is a spice merchant, I decide right off the bat that one of these is the “herbs/
spices/tea/tobacco” entry from the trade goods table, and rolling further for that entry
Faranak Golzar, spice merchant (chaotic (disruption), orderly, self-pitying, cruel; I get 2 weight units, each of which is worth 75 sp. These spices are packed into a bunch of
medium, solitary, intelligent, hoarder). HP 6; Armor 0; Damage 1d8 scimitar (close); vials, let’s say 15 per unit of weight, which means a given vial might go for 5 sp.
Booty wealthy, 1d10; Wants to put competitors out of business; Moves P Make an
offer they can’t refuse P Blow spice in their face P Summon bodyguards. I’ll roll to see what the remaining two rarities are. I get a 7 and a 5—both art objects.
The first is a fine “mirror/hourglass/device” worth 390 sp, and the second is a common
I start by rolling 1d10 to determine the number of booty rolls to make, roll a 10, and then “chair/settee/throne” worth 110 sp. The latter is obviously a nicely-upholstered seating
double that to 20 because Faranak is a hoarder. This spice merchant is loaded! I roll 1d10 arrangement in Faranaks’ sitting room, but what about the first? I like the sound of
twenty times on the booty table, using the in lair column, and get 1, 9, 7, 8, 5, 1, 3, 7, 1, “device,” and given that the merchant appears to sort, measure, and pack spices in her lair,
2, 4, 10, 5, 2, 7, 4, 5, 10, 7, and 2. I decide that it’s a delicate and finely-calibrated scale, which uses tiny weights of solid gold.
I give it the fragile tag, since its mechanism might be easily broken by less-than-careful
The 1s, 4s, 7s, and 9 are all currency, and following the amounts listed I roll a total value handling.
of 205 silver pieces, which I assume is in a locked, hidden strongbox.
To sum up, Faranak’s abode holds these riches:
Each 2 result is 1d6 personal items, so I roll 3d6 and get a total sof 13 personal items.
Further rolls give me two “rope/cord/chain” results, which I interpret as some coils of rope • currency worth 205 sp
in a storeroom; an exquisite “tunic/shirt/blouse,” which interpret as a deep purple surcoat • rope, lamp, lamp oil, rations, spice vials, dutar, wine, and quilt worth 56 sp (market prices)
that Faranak wears for special occasions; 3 uses of “fuel/ammo,” which takes the form of • an exquisite tunic and scarf, together worth 50 sp (market price of exquisite clothes)
lamp oil in a clay jug; two “rations” results, which becomes 12 uses of rations’ worth of tasty • 6 trinkets, together worth 48 sp
preserved foodstuffs; “torches/candles/lamp,” which I make a brass oil lamp; two “pouch/ • 14 lesser gemstones worth a total of 131 sp
bag/quiver/vial” results, which I interpret as a shelf of vials used for packing spices; an • 3 large aquamarines worth 570 sp total
exquisite “scarf/wrap,” a nice shade of red to go with the fancy tunic; an “instrument,” • 3 rubies worth 1,530 sp total
which I decide is a dutar, since I’ve based the local culture on Persia; 1 use of “spirits/ • 2 weight units of spices, altogether worth 150 sp
wine (1d6 uses),” which I imagine is the kind of wine Faranak imbibes when she’s feeling • a settee worth 110 sp
particularly sorry for herself; and “bedroll/bedding,” which I decide is a colorful padded • a fine, fragile spice scale worth 390 sp
quilt she takes with her on longer trade missions. All of this is in addition to the everyday
things you would expect to find in a wealthy merchant’s home, such as furniture. For a total potential booty value of 3,510 sp.
The 3 result equates to 1d6 trinkets, and I roll 6 of these: 3 copper “puzzle/oddments,” Quite the haul! For a party of four PCs, this trove could be worth up to 8 XP per character
each worth 5 sp; a fine silver “toy/plaything” worth 14 sp, a “charm/amulet” worth 7 sp; if they manage to stash it all away. I wonder what security measures Faranak has taken to
and a fine copper “locket/keepsake,” worth 12 sp. I don’t fret the details at the moment, but protect it all...
the puzzles and toy lead me to decide something new about Faranak: she has children.
Each of the three 5s represents 1d6 gemstones, for 14 total. These are a flawed bloodstone
(7 sp), 3 pieces of uncut onyx (9 sp each), one jasper (22 sp), 3 garnets (75 sp each), 3 large
aquamarines (190 sp each), and 3 beauitful rubies (510 sp each). The less valubale of these
will be in the strongbox with the coinage, but the aquamarines and rubies clearly comprise
the bulk of Faranak’s wealth, so they must be hidden somewhere special.
The roll of 8 is 1d6 items of jewelry, and I roll only one. This is a “jeweled/gilded
weapon,” a “sling/bow/crossbow” according to the weapon table. Ceremonial or practical?
I think it’s a prize art piece that Faranak keeps mounted on the wall of her sitting room.
Using her booty die, I roll that it is a fine item with gold ornamentation, worth 110 sp.
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