LOOT

LOOT 

Some rooms, corridors and monsters have loot, items or treasure - sometimes concealed. The amounts given are for a level 1-2 party

for 3-4 level double the amounts listed. For 5-6 triple them and 7+ quadruple. If the item is of a unique nature then it is labelled Do not double - make an extra roll instead of doubling. 

Roll 2d8 to generate numbers 11-88


11 : +1 Shield ( -1 AC )
12 : healing potion 2d4

13 : +1 magic sword d6 1-2 short sword 3-5 sword 6 two handed sword. Do not double 
14 : +1 magic bow and 20 arrows/bolts d6 1-3 short bow 4-5 longbow 6 crossbow. Do not double 
15 : +1 magic weapon d6 1 battle axe, 2 mace, 3 pole arm, 4 spear, 5 staff, 6 war hammer, Do not double 
16 : 1 scroll and d100 gps
17: d100 gp
18: 3d20 pp
21: One coin. d4. 1 copper 2. silver 3.gold 4. platinum
22: re-roll Loot twice - but it comes with a Trap Do not double 
23: Suit of magic +1 armour d6: 1- small platemail 2-3 - platemail 4- small chainmail 5-6 - chainmail. Do not double 

24: Re roll this list but DOUBLE amount or roll twice - choose which first. ( triple if you roll 24 again ) Do not double 
25: 1 scroll. OSE Tome P262

26: 1 piece jewelry and d100 gps
27: 1 potion. OSE Tome P246
28: silver pieces d100

31:  Crowbar. Heavy but gives +1 opening doors. d6 as a weapon damage ( blunt)
32: Gems!  d4 OSE p234 for each gems value.

33: Lost teddy bear. When you meet a single foe ( not undead or animal ) - this is their lost bear. You will get a favorable reaction of +4 if you give it back to them. Do not double 

34: Bottle of antivenom. If anybody is suffering from poisoning or fails a poison save this one shot medicine will save them. one use only. 

35: gold pieces 5d6. silver pieces 2d100

36: Elven shortbread. You find a bag with a slice of elven shortbread. It may be poisoned but usually heals. there's only enough for one person. Heals d6-2 HPs ( -1 if you only roll a 1 - this one has been poisoned, if you roll 2 it has no effect)

37: gold pieces d100
38: platinum pieces 5d10
41: healing potion 1 dose 2d4

42: A lucky charm. The wisest member needs to get a WIS test to recognise this is a charm otherwise you will leave it here suspicious of it. The person carrying it will get advantage during all ability rolls and all saving throws whilst in this dungeon. Do not double 

43: healing potions or scrolls. D4 amount. ( each heals d6+1/ d10+2 / 2d6+3 )
44: 2 scrolls OSE Tome P262
45: Blessed wishes ( re-roll up to 3 outcomes on any table) Do not double 
46: Gold pieces 2d100
47: Gold pieces 4d10
48: Gold pieces 2d20

51: Wooden chest locked with 2x Loot rolls inside . v heavy cannot be opened without door breaking STR test, key, picking, magic or blacksmith. 

52: Steel chest locked with 3x Loot rolls inside . v heavy cannot be opened without key, picking, magic or blacksmith.

53: Key to open next locked impassable locked door or chest. Do not double 
54: Gold pieces 3d6 x 10
55: Platinum pieces d100
56: 1 scroll. OSE Tome P262
57: Silver Pieces d100 x10
58: 1 potion. OSE Tome P246

61: A gold coin glued to the floor. Everyone ridicules the finder. Morale is improved and everyone recovers 1 HP if they lost any. 

62: 2d100 gold pieces, 1 jewelry and d4 gems

63: Silver treated weapon d6 1 dagger, 2 mace, 3 short sword, 4 spear, 5 sword, 6 war hammer, Do not double 

64: Magic Item ( - check OSE Tome for generator table on p232 )

65: Casket with d100 gps plus d4:  1 gem. 2 jewelry 3 scroll 4 holy symbol( see 84 below) 5 magic password ( 74 below) 6 magic item ( OSE p 232 )

67: Jewellery 1 piece OSE p234 for value. Has 50% chance each being damaged
68: re-roll Loot - double amounts ( triple if you get 10 again etc ) Do not double 
71: Magic Item ( - check OSE Tome for generator table on p232 )

72: Map ( roll whole level but not w encounters ) Roll out whole level but no room descriptions or contents details just the physical rooms and corridors plus stairs. As each area explored then roll for traps, encounters, features etc. Do not double 

73: Magic potion permanent results d4 +1 to Str, Dex, Con or Cha
74: Magical password. - can unlock one magically locked item. Do not double 
75: Silver weapon d4.  1 dagger, 2 spear, 3 mace, 4 short sword
76: Holy Water - 2d4 splashes. Each splash which hits does 2d4 damage to an undead.
77: healing potions or scrolls. D4 amount. ( each heals d6+1/ d10+2 / 2d6+3 )
78: Two sacks gold pieces 2d100 and silver pieces 2d100
81: Potion of Regeneration. For two hours drinker heals 1hp per round. 
82: Monsters eggs. number d6 x 3d100 value 
83: Treasure map - secret location of another dungeon d100 miles from here. Do not double  
84: Holy symbol - one use - when worn you can cheat death once by going to 1 HP instead of dying. Do not double 

85: Dwarven brandy d6 units. Each gives +1 damage when drunk before a melee.
86: Gold pieces d100 x 10
87: ‘Lost Ring’ - roll one magic ring. Found by one random PC. OSE Tome p250 Do not double 

88: Soul in a bottle - one PC who has died in this dungeon can be resurrected into his/her body. You must return to their body. If no-one has died then this is a full HP regeneration potion Do not double 

MONSTER TREASURE


There is a one in six chance of an additional Loot on any encountered monsters. Example if you encounter one monster then you get to roll for Loot on a roll of 1 on a d6. Three monsters then there is Loot on a 1-3 on d6.  Six monsters or more will definitely have Loot. 

Exception:   Bears, skeletons, slimes, oozes, giant rats, zombies, wolves, living statues, jellies, toads, worms and spectres will never have any Loot.


Gem Values

d20 Gem Value
1–4 10gp
5–9 50gp
10–15 100gp
16–19 500gp
20 1,000gp

Jewellery  50% chance each piece is damaged already ( see below )

Each piece of jewellery indicated by a
treasure type is worth d100 × 10gp 

Magic Items





Consult the OSE Tome download pdf for lists and descriptions of magic items

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