Random Loot
Human and humanoid enemies might drop random loot after being defeated. A corpse has loot if D4 is 4, and it can be searched only once.
If the D4 roll is successful, throw D8 to determine the loot pool and then D8 again to determine the reward.
All the items are consumables and used only once unless stated otherwise.
Random Loot pool can be used when a PC succeeds in pickpocketing.
Random Loot pool is used when a new PC rolls for the starting item during character creation.
Pool 01:
01: D20 Coins.
02: D4 Small Throwing Knives; D3 damage.
03: D3 Antidotes; cures Poison and Toxic.
04: D2 Berserker’s Pellets; inflicts Berserk for D2 combat rounds.
05: Hi-Potion; restores D6+2 HP.
06: Dagger; D4 damage; not a consumable.
07: Ghost Elixir; makes the target invisible for D20 minutes.
08: Bomb; D6 damage.
Pool 02:
01: D3 Potions; restores D6 HP.
02: D2 Archer’s Pellets; next projectile attack does additional D3 damage.
03: D2 Muscle Relaxants; cures Paralysis.
04: Great Potion; restores D6+4 HP.
05: D6 Arrows.
06: Jewel; can be sold for 50+D50 coins.
07: D2 Sedatives; puts the target to sleep for D100 minutes.
08: D4 Poisoned Throwing Knives; damage D3; inflicts Poison for D3 combat rounds if the target fails a Toughness DR10 roll.
Pool 03:
01: D2 Defender’s Pellets; +2 to the next armor roll result.
02: Small Rough Diamond; can be sold for D50 coins.
03: Doll; sleeping heals 1 additional HP; not a consumable.
04: Corpse Grenade Trap; does D6 unblockable damage to the looter; explodes immediately.
05: D3 Dried Fingers; distracts ghosts, wraiths and other ethereal beings.
06: D3 Burn Balms; cures Burn.
07: D3 Antiparasitics; cures Parasites.
08: D6 Coins.
Pool 04:
01: D2 Inhalers; cures Mutism.
02: 1 Coin.
03: Pilgrim’s Pendant; mitigates the damage of one spell.
04: D10 Bolts.
05: Dead Rat; you have been fooled.
06: Stamina Potion; Agility rolls are DR-2 for D4 combat rounds.
07: D2 Eye Bleach; cures Blind.
08: Cannibal’s Charm; heals the target the same amount the next attack does damage.
Pool 05:
01: D2 Sorcerer’s Pellets; next offensive spell does additional D3 damage.
02: D2 White Powders; cures Slow.
03: Family Portrait; somehow the picture makes you happy; regain 1 Psyche point.
04: D3 Potions; restores D6 HP.
05: Anti-Magic Mist; inflicts Mutism for D3 combat rounds.
06: Fighter’s Gamble; the next attack does double damage; the next attack taken in does double damage as well.
07: D4 Throwing Spears.
08: Rotting Mist Bomb; causes Toxic to all PC’s and NPC’s in combat for D2 combat rounds, if they fail a Toughness DR12 roll.
Pool 06:
01: Gold Pendant; can be sold for D100 coins.
02: Paralyzing Smoke Bomb; inflicts Paralysis for D2 combat rounds.
03: D2 Hot Water Bottles; cures Frozen.
04: Rope; D3 meters; how did it even fit into a pocket?
05: D2 Special Cakes; cures Berserk.
06: Lucky Charm; restores all the Luck Points.
07: Volatile Potion; full restore if D8 is 1-7; kills the user if D8 is 8.
08: Hamelin’s Pipe; call forth D20 rats and control them for D20 minutes.
Pool 07:
01: D4 Torch Oil; used to make torches.
02: D3 Red Mushrooms; inflicts Blood Vomit when digested.
03: Blooddrunk Dagger; D4 damage + additional D4 damage taken from the user’s HP; shatters after D4 uses.
04: Beast Tongue; the user understands animal speech for D100 minutes.
05: Hi-Potion; restores D6+2 HP
06: Brawler’s Fortune; the next attack succeeds no matter what and cannot be dodged.
07: D4 Lockpicks; opens any door with a successful Knowledge DR14 roll.
08: All-Mother’s Blessing; cures Cursed.
Pool 08:
01: D3 Blood Brews; distracts beasts and animals.
02: Binoculars; see further; not a consumable.
03: D2 First Aid Kits; cures Bleed.
04: Great Potion; restores D6+4 HP.
05: D3 Cans of Meatballs; restores D4 HP.
06: Numbing Powder; inflicts Weakness for D3 combat rounds.
07: Dizzying Smoke Bomb; inflicts Slow for D3 combat rounds; inflicts Sleep after Slow has worn off.
08: D20 Pebbles for a Sling weapon.