Loot

Let the Looting Commence

The Adventure Design chapter gives guidelines for seeding your adventure locations with loot.

Looting an Area

Players can search an area after they overcome the problems within it: defeating monsters, craftily stealing something, bypassing traps and obstacles, etc. Loot laying in the open can be collected, but if something is secret or hidden in the trash the adventurers have to search for it to discover it.

These items would be seeded by the game master when constructing the adventure.

Loot from Traps

Trap locations can also hold ill-gotten gains. Roll once on Loot Table 2 for each trap. These are items that previous unfortunate victims have left behind.

Loot from Foes

We all expect to go one-on-one with a barrow wight now and again, but what if there’s two barrow wights? Or a horde of kobolds? Good sense says that the more monsters we defeat, the more we get paid. Use the following rubric for generating loot for planned encounters with foes:

Loot Tables 4 and 5 are found in the Richer Loot chapter of the Lore Master’s Manual.

Loot from Twist Encounters

When the characters are victorious in an encounter that was generated as the result of a previous failed test, that resulted in a twist, use this rubric to see what they find:

Loot from Conflicts

Loot is available from conflicts if adventurers capture or kill their opponent, or drive them away from their cache of treasure. Otherwise, when they drive off their opponent or their opponent flees, those bastards take their loot with them.

The Might 4 Quirk

Might 4 creatures are tough to contest with. If you’re digging into that chart, you’ll notice that they drop the same loot as a M3 creature. This is manifestly unfair. At the game master’s discretion, they may make an additional roll on the Treasure & Valuables 2 subtable for M4 creatures.