OTHERWORLDLY WARLOCKS
TREASURES
INTRODUCTION
For a random treasure roll on the Master Treasure Table.
Note that items can vary in quality from junk to magical.
MASTER TREASURE TABLE (VALUABLES & MAGIC ITEMS)
1D30 Treasure:
1 Weapon
2 Armor
3 Shield
4 Helmet
5 Clothing
6 Wand or Staff
7 Sword
8 Rings
9 Book
10 Scroll
11 Tools
12 Potion
13 Medicinal
14 Ingredients
15 Fetish or Religious Relic
16 Gems & Jewels
17 Gadget (Device)
18 Alchemical Preparation
19 Artifact
20 Furnishings
21 Bomb
22 Poison
23 Jewelry
24 Musical Instrument
25+ Coins
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COINS TABLE
1D6 Type: Notes:
1 Copper Pence 10 to a Shilling
2 Silver Shillings 10 to a Galleon
3 Gold Galleons Crowns, Ducats
4-6 Mixed
Note:
1D10 Coins will be Found on a Minor Foe
1D100 on a lesser Foe
1D1,000 on a Greater Foe
1D10,000 on a Major Foe
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GEMS & JEWELS TABLE
1D20 Type: Value in Gold per Karat:
1 Diamond 50 - 100
2 Ruby 50
3 Emerald 50
4 Opal 20
5 Sapphire 20
6 Amethyst 10
7 Jade 10
8 Pearl 10
9 Cats Eye 5
10 Amber 5
11 Garnet 4
12 Aqua Marine 4
13 Lapis Lazuli 3
14 Turquoise 3
15 Moonstone 2
16 Onyx 2
17 Topaz 2
18 Sunstone 1
19 Coral 1
20 Peridot 1
Notes: A Gem will be 1D10 Karats in Size.
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JEWELERY, WEAPONS, AND ARMOR
If the GM determines the item found is magical he should
Consult the appropriate Spell Tables to determine its properties.
JEWELERY TABLE
1D20 Type: Notes:
1-5 Ring Or Toe or Belly Ring
6 Brooch -
7-8 Necklace Or Chain
9-10 Bracelet Or Bangle or Arm Band
11-12 Earrings -
13 Toe Ring Or Belly Ring
14 Choker Or Torc
15 Pendant -
16 Anklet -
17 Charm -
18-19 Amulet -
20 Crown Or Diadem or Tiara
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WEAPON TABLE
1D8 Type:
1 Dagger
2 Sword
3 One Handed
4 Two Handed
5 Pole Arm
6 Thrown
7 Bow
8 Crossbow
SWORD TABLE
1D10 Type: Cost:
1 Short 40
2 Long 90
3 Knights 70
4 Viking 60
5 Great 100
6 Broad 80
7 Small 50
8 Rapier 80
9 Scimitar 40
10 Cutlass 30
DAGGER TABLE
1D10 Type: Cost:
1-2 Knife 1
3-4 Dagger 10
5 Long Knife 5
6 Left Handed 20
7 Throwing Knife 5
8 Sword Breaker 50
9 Stiletto 15
10 Ritual Dagger 50
ONE HANDED WEAPON TABLE
1D10 Type: Cost:
1-2 Club 0
3 Flail 25
4 Morning Star 20
5-6 Axe 5
7 Whip 10
8 Hammer 15
9 Pick 10
10 Mace 15
TWO HANDED WEAPON TABLE
1D6 Type: Cost:
1 Battle Axe 40
2 Broad Axe 10
3 War Hammer 30
4 War Pick 20
5 Maul 10
6 Mattock 15
POLE ARM TABLE
1D6 Type: Cost:
1 Spear 10
2 Pike 20
3 Halberd 35
4 Glaive 20
5 Pole Axe 20
6 Bill Hook 20
THROWN WEAPON TABLE
1D3 Type: Cost:
1 Sling 1
2 Dart 1
3 Javelin 5
BOW WEAPON TABLE
1D6 Type: Cost:
1 Short Bow 20
2 Recurve Bow 30
3 Long Bow 40
4-5 Broad Head Arrows 5 for 20
6 Bodkin Arrows 5 for 20
CROSSBOW WEAPON TABLE
1D6 Type: Cost
1 Hand 20
2 Regular 30
3 Heavy 50
4 Repeating 50
5-6 Bolts 5 for 20
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SHIELD TABLE
1D3 Type: Cost:
1 Target 10
2 Round 15
4 Large 20
HELMET TABLE
1D3 Type: Cost:
1 Small 10
2 Medium 20
3 Great 40
ARMOR TABLE
1D8 Type Cost: Notes:
1 Padding 15 Or Cloth
2 Leather 30 -
3 Studded 40 Leather Beneath
4 Ring 50 Leather Beneath
5 Chain 100 Padding Beneath
6 Scale 150 Lacquered
7 Panoply 100 Breastplate, Greaves, Bands
8 Full Plate 250 Padding Beneath
Note: Heavier Armor will usually include a Helmet
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SCROLLS
Each Scroll will contain 1 Spell.
The GM will have to determine what spell it is.
POTIONS
The GM will pick something off the Potions Lists.
MEDICINALS
The GM will pick something off the Medicinal Lists.
STAFF OR WAND
The GM will pick something off the Wand Lists.
FETISH
The GM will pick something off the Fetish Lists.
INGREDIENTS
This will be 1D100 Gold worth of Rare Ingredients
Useable by one or more Spell Lists.
ARTIFACTS
The GM will pick something off the Artifact Lists.
GADGETS
The GM will pick something off the Technomancer Lists.
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MUSICAL INSTRUMENT LIST
1D8 Instrument:
1 Ocarina
2 Flute
3 Pan Flute
4 Harp
5 Lyre
6 Horn
7 Drum
8 Fiddle
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TOOLS
1D40 Tools: Cost Enc Notes:
1 Lockpick Set 20 1 Small Case
2 Alchemical Glassware 500 16 Bulky, Very Delicate
3 Mining Tools 100 8 Picks, Shovels, Lanterns, Ropes
4 Carpentry Tools 50 5 Planes, Saws, Nails, Hammers
5 Masons Tools 10 6 Trowels, Buckets, Scrapers
6 Farming Tools 40 7 Hoes, Plows, Scythes, Sickles
7 Smithy Tools 100 8 Anvil, Hammer, Tongs, Pails
8 Fire Starting Kit 5 1 Tinder, Steel, Flint
9 Wood Working Tools 40 5 Hammer, Glue, Saws, Adze, Knife
10 Stone Carving Tools 40 6 Hammer, Chisels, Drills, Saws
11 Pottery Tools 10 4 Cutters, Rolling Pins, Shapers
12 Painters Tools 50 8 Paints, Brushes, Easel, Paper
13 Trap Makers Tools 20 8 Cages, Rope, Wire, Nets, Springs
14 Adventuring Gear 20 4 Grappling Hook, Rope, Crowbar
15 Instrument Making 60 6 Clamps, Patterns, Tuning Tools
16 Surgeons Tools 80 4 Scalpels, Speculums, Forceps
17 First Aid Kit 15 1 Bandages, Splint, Medicinals
18 Tinkers Tools 30 4 Hammer, Gears, Wire, Pliers
19 Drafting Tools 20 2 Ruler, Compass, Protractor, Squares
20 Metal Casting Tools 40 6 Tongs, Kiln, Crucible, Molds
21 Tailors Tools 10 4 Needles, Thread, Cloth, Buttons, Pins
22 Weavers Tools 30 12 Loom, Yarn, Comb, Scissors, Dowel
23 Gem Cutter Tools 20 3 Polishing Wheel, Saws, Drills, Chisel
24 Paper Making Tools 50 10 Screens, Press, Rollers, Cutters
25 Book Binding Tools 20 4 Drawknife, Scraper, Needles, Glues
26 Scribes Tools 20 4 Quills, Inks, Penknife, Chalk, Pumice
27 Gardening Tools 15 8 Spades, Hoes, Shovels, Rakes, Shears
28 Bowyers Tools 20 6 Hatchet, Drawknife, Planes, Files
29 Clockmakers Tools 60 4 Calipers, Die Plate, File, Pliers, Lathe
30 Tinkers Tools 20 3 Solder, Rasp, Cogs, Wire, Hammer
31 Glass Blowers Tools 40 8 Blowpipe, Molds, Marver, Paddles
32 Cobblers Tools 10 4 Soles, Stock, Groover, Hammer, Rasp
33 Cooking Tools 10 6 Pots, Pans, Knives, Utensils, Molds
34 Fishing Tools 10 6 Rods, Nets, Hooks, Lures, Traps, Knife
35 Butchers Tools 20 5 Saw, Knives, Cleaver, Grinder
36 Mountaineering Tools 30 4 Climbing Boots, Crampons, Ice Axes
37 Spelunking Tools 40 8 Rope Ladders, Lamps, Compass
38 Riding Gear 40 4 Saddle, Stirrups, Harness
39 Quarrying Tools 50 10 Saw, Chisels, Block & Tackle
40 Other
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VALUABLE BOOKS TABLE
1D40 Book: Cost Notes:
1 2D6 Blank Spell Scrolls 20 Each
2 Skill Manual 50 Learn 1 Specific Skill
3 Spell List Monograph 1000 Learn 1 Specific Spell
4 Elemental Grimoire 1000 Learn 1 Elemental Spell
5 Black Magic Tome 1000 Learn 1 Evil Spell
6 White Magic Tome 1000 Learn 1 Good Spell
7 Physics Reference 50 Get +1 to Physics Skill Rolls
8 Patrons Codex 1000 Learn 1 Patron Spell
9 Summoning Primer 1000 Learn 1 Summoning Spell
10 Language Lexicon 50 Read to Learn 1 Language
11 Religious Tracts 50 Read to learn Theology
12 Spell Book 5000 Will contain 1D6 Spells
13 Treasure Map 100 Could be False
14 Navigational Charts 200 Get +2 to Navigate in Local Area
15 Travel Guide 50 Get +2 to Know about an Area
16 Lost Histories 100 Get +2 to Specific History Rolls
17 Regional Atlas 50 Get +1 to Navigate a Region
18 First Edition Literature 300 Valuable to Collectors
19 Music Folio 50 3D6 Quality Songs Available
20 Handbook of the Planes 1000 Get +1 to Navigate Outer Planes
21 Theological Treatise 50 Get +1 to a Theology Roll
22 Monstrous Manual 300 Get +1 to Monster Lore Rolls
23 Dragon Codex 400 Get +1 to Dragon Lore Rolls
24 Elven Poetry 200 Valuable to Some Elves
25 Dwarven Genealogy 500 Very Valuable to a few Dwarves
26 Gnomish Schematics 400 Get +1 to Invention Rolls
27 Shire History 50 Of Interest to some Halflings
28 Book of Prophecies 100 Get +1 to Divination Rolls
29 Astronomical Charts 100 Get +1 to Astronomy Rolls
30 Comparative Anatomy Tract 100 Get +1 to Non-Human Healing Rolls
31 Fiend Folio 700 Get +1 to Demon and Devil Lore
32 Building Blueprints 200 Get +3 to Build Described Structure
33 Encyclopedia of Angels 300 Get +1 to Angel Lore Rolls
34 Dictionary of Lost Worlds 2000 Get +1 to Portal Lore
35 Dungeon Map 1000 May need some Updating
36 Metaphysics Text 100 Read to gain Metaphysics Skill
37 Unpublished Diary 300 Scandalous
38 Arcane Dissertation 300 Learn 1 Wizard Spell
39 Political Manifesto 100 Learn 1 Politics type Skill
40 Other
Notes: When learning a Skill or Spell by reading it takes 1 Month to read.
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CLOTHING
This varies enormously depending on who the owner of the Closet or Trunk is.
A Kings Wardrobe will be very different from that of the 4-Armed High Priestess.
If anything is magical it will probably be just 1 or a few items such as a
belt or a cloak.
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FURNISHINGS
Like clothing this will vary according to the (previous) owners, as well as
what type of room it is. A Kitchen may have a pot that heats up and cooks by itself.
The Throne in a Throne room may be enchanted to make whomever sits upon it Paranoid.
The Tapestry in a Hallway may show a moving picture of a battle fought long ago.
A Cradle may bestow +1 Charisma once to any baby who sleeps the night in it.
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