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osric:chapter6 [2019/05/19 13:17] – ↷ Page moved from osricraw:chapter6 to osric:chapter6 adminosric:chapter6 [2020/05/22 17:40] – [Unusual Swords] de-hyphenated alignment robertfreemanday
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 ====== Chapter 6: Treasure ====== ====== Chapter 6: Treasure ======
  
-In OSRIC, "treasure" comprises maps, coin, gemstones, jewellery, and magic items. In many cases, treasure will come from monsters the characters defeat (see Chapter 5 for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.+In OSRIC, "treasure" comprises maps, coin, gemstones, jewellery, and magic items. In many cases, treasure will come from monsters the characters defeat (see [[osric:chapter5|Chapter 5]] for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.
  
 This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded reflects the difficulty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award! This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded reflects the difficulty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!
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-(For fully randomly-generated dungeons, the treasure table in Chapter 4 should be used instead.)+(For fully randomly-generated dungeons, the [[osric:chapter4#how_to_create_a_random_dungeon|treasure table in Chapter 4]] should be used instead.)
  
 ===== Maps ===== ===== Maps =====
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 Random determination of magic items needs to be tempered with GM judgment and discretion. Lucky (or very unlucky) rolls on the treasure table should not be permitted to unbalance the game, and the GM should ensure that the party's power remains in proportion to their level of experience. Random determination of magic items needs to be tempered with GM judgment and discretion. Lucky (or very unlucky) rolls on the treasure table should not be permitted to unbalance the game, and the GM should ensure that the party's power remains in proportion to their level of experience.
  
-**Miscellaneous Magic********form**+**Miscellaneous Magic — form**
  
 |  **d20**  |**Result**| |  **d20**  |**Result**|
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 |  19-20  |Swords| |  19-20  |Swords|
  
-**Armour and Shield Table ****1********form**+**Armour and Shield Table 1 — form**
  
 |  **D20**  |**Result**|**Base Value (gp)**| |  **D20**  |**Result**|**Base Value (gp)**|
 |  01  |Banded|4,000| |  01  |Banded|4,000|
-|  02-04  | 01-90 Chain Mail +|  02-04  | 01-90 Chain Mail | 3,500 | 
- 91-00 Elfin Chain|3,500 +| ::: | 91-00 Elfin Chain | 5,500 |
-5,500|+
 |  05-06  |Leather|2,000| |  05-06  |Leather|2,000|
 |  07-09  |Plate Mail|5,000| |  07-09  |Plate Mail|5,000|
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 |  16-20  |Shield|2,500| |  16-20  |Shield|2,500|
  
-**Armour and Shield Table 2—****p****roperties**+**Armour and Shield Table 2 — properties**
  
 |  **d20**  |**Result**|**Value Mod.**| |  **d20**  |**Result**|**Value Mod.**|
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 |  11-15  |+2|×2| |  11-15  |+2|×2|
 |  16  |+3|×3| |  16  |+3|×3|
-|  17  | 01-65 +4 +|  17  | 01-65 +4 | x4 | 
- 66-00 +5|×4 +| ::: | 66-00 +5| ×5 |
-×5|+
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20 Special  |Variable   |+|  19-20  | Special Variable |
  
-**Miscellaneous Weapons Table 1—****f****orm**+**Miscellaneous Weapons Table 1 — form**
  
 |  **d20**  |**Result**| |  **d20**  |**Result**|
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 |  4-5  |Axe| |  4-5  |Axe|
 |  6  |Bolt| |  6  |Bolt|
-|  7  | 01-50 Bow +|  7  | 01-50 Bow | 
- 51-00 Crossbow|+| ::: | 51-00 Crossbow |
 |  8-11  |Dagger| |  8-11  |Dagger|
 |  12  |Flail| |  12  |Flail|
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 |  14  |Javelin| |  14  |Javelin|
 |  15-16  |Mace| |  15-16  |Mace|
-|  17  | 01-33 Military Pick +|  17  | 01-33 Military Pick | 
- 34-66 Morning Star +| ::: | 34-66 Morning Star | 
- 67-00 Pole Arm|+| ::: | 67-00 Pole Arm |
 |  18  |Scimitar| |  18  |Scimitar|
 |  19  |Spear| |  19  |Spear|
-|  20  | 01-50 Trident +|  20  | 01-50 Trident | 
- 51-00 Sling|+| ::: | 51-00 Sling |
  
-**Miscellaneous Weapons Table 2—****p****roperties**+**Miscellaneous Weapons Table 2 — properties**
  
 |  **d20**  |**Result**|**Value (gp)**| |  **d20**  |**Result**|**Value (gp)**|
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 |  11-15  |+2|8,000| |  11-15  |+2|8,000|
 |  16  |+3|18,000| |  16  |+3|18,000|
-|  17  | 01-65 +4 +|  17  | 01-65 +4 | 32,000 | 
- 66-00 +5|32,000 +| ::: | 66-00 +5| 50,000 |
-50,000|+
 |  18  |Cursed|—| |  18  |Cursed|—|
 |  19-20  |Special|Variable| |  19-20  |Special|Variable|
  
-**Potions Table 1—properties**+**Potions Table 1 — properties**
  
 |  **d20**  |**Result**|**Value (gp)**| |  **d20**  |**Result**|**Value (gp)**|
-|  01  | 01-50 Animal Control/ +|  01  | 01-50 Animal Control | 400 | 
- 51-00 Clairaudience|400 +| ::: | 51-00 Clairaudience| 400 | 
-400| +|  02  | 01-50 Clairvoyance | 500 | 
-|  02  | 01-50 Clairvoyance +| ::: | 51-00 Climbing | 500 | 
- 51-00 Climbing|500 +|  03  | 01-50 Cursed | - | 
-500| +| ::: | 51-00 Delusion| 150 | 
-|  03  | 01-50 Cursed +|  04  | 01-65 Diminution | 500 | 
- 51-00 Delusion|— +| ::: | 66-00 Dragon Control| see entry |
-150| +
-|  04  | 01-65 Diminution +
- 66-00 Dragon Control|500 +
-see entry|+
 |  05  |ESP|850| |  05  |ESP|850|
-|  06  | 01-35 Extra-Healing +|  06  | 01-35 Extra-Healing | 800 | 
- 36-00 Fire Resistance|800 +| ::: | 36-00 Fire Resistance| 400 | 
-400| +|  07  | 01-50 Flying | 750 | 
-|  07  | 01-50 Flying/Gaseous +| ::: | 51-00 Gaseous Form| 400 | 
- 51-00 Form|750 +|  08  | 01-50 Giant Control | see entry | 
-400| +| ::: | 51-00 Giant Strength | see entry |
-|  08  | 01-50 Giant Control +
- 51-00 Giant Strength|see entry +
-see entry|+
 |  09  |Growth|300| |  09  |Growth|300|
 |  10  |Healing|400| |  10  |Healing|400|
-|  11  | 01-50 Heroism +|  11  | 01-50 Heroism | 500 | 
- 51-00 Human Control|500 +| ::: | 51-00 Human Control | 900 | 
-900| +|  12  | 01-50 Invisibility | 500 | 
-|  12  | 01-50 Invisibility +| ::: | 51-00 Invulnerability| 500 | 
- 51-00 Invulnerability|500 +|  13  | 01-50 Levitation | 400 | 
-500| +| ::: | 51-00 Longevity| 1,000 | 
-|  13  | 01-50 Levitation +|  14  | 01-50 Oil of Ætherealness | 1,500 | 
- 51-00 Longevity|400 +| ::: | 51-00 Oil of Slipperiness| 750 | 
-1,000| +|  15  | 01-50 Philtre of Love | 300 | 
-|  14  | 01-50 Oil of Ætherealness\\ 51-00 Oil of Slipperiness|1,500 +| ::: | 51-00 Philtre of Persuasiveness | 850 | 
-750| +|  16  | 01-65 Plant Control 300 | 
-|  15  | 01-50 Philtre of Love +| ::: | 66-00 Polymorph | 350 | 
- 51-00 Philtre of Persuasiveness|300 +|  17  | 01-50 Speed | 450 | 
-850| +| ::: | 51-00 Super-Heroism | 750 |
-|  16  | 01-65 Plant Control +
- 66-00 Polymorph|300 +
-350| +
-|  17  | 01-50 Speed +
- 51-00 Super-Heroism|450 +
-750|+
 |  18  |Sweet Water|250| |  18  |Sweet Water|250|
-|  19  | 01-75 Treasure Finding +|  19  | 01-75 Treasure Finding | 2,000 | 
- 76-00 Undead Control|2,00 +| ::: | 76-00 Undead Control | 2,500 |
-2,500|+
 |  20  |Water Breathing|900| |  20  |Water Breathing|900|
  
-**Rings Table 1—****p****roperties**+**Rings Table 1 — properties**
  
 |  **D20**  |**Result**|**Value (gp)**| |  **D20**  |**Result**|**Value (gp)**|
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 |  07  |Invisibility|7,500| |  07  |Invisibility|7,500|
 |  08-12  |Protection|see entry| |  08-12  |Protection|see entry|
-|  13  | 01-25 Regeneration +|  13  | 01-25 Regeneration | 40,000 | 
- 25-00 Spell Storing|40,000 +| ::: | 25-00 Spell Storing| 25,000 |
-25,000|+
 |  14  |Spell Turning|17,500| |  14  |Spell Turning|17,500|
 |  15  |Swimming|5,000| |  15  |Swimming|5,000|
-|  16  | 01-50 Telekinesis +|  16  | 01-50 Telekinesis | 10,000 | 
- 51-00 Three Wishes|10,000 +| ::: | 51-00 Three Wishes | 15,000 |
-15,000|+
 |  17  |Warmth|5,000| |  17  |Warmth|5,000|
 |  18-19  |Water Walking|5,000| |  18-19  |Water Walking|5,000|
 |  20  |Wizardry|50,000| |  20  |Wizardry|50,000|
- 
- 
  
 Determine the ring's appearance, apparent gold piece value, and gemstone (if any) using the jewellery table. Determine the ring's appearance, apparent gold piece value, and gemstone (if any) using the jewellery table.
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 |  01  |Rod of Absorption|40,000| |  01  |Rod of Absorption|40,000|
 |  02-03  |Rod of Cancellation|15,000| |  02-03  |Rod of Cancellation|15,000|
-|  04  | 01-25 Rod of Captivation +|  04  | 01-25 Rod of Captivation | 30,000 | 
- 26-75 Rod of Lordly Might +| ::: | 26-75 Rod of Lordly Might | 20,000 | 
- 76-00 Rod of Resurrection|30,000 +| ::: | 76-00 Rod of Resurrection | 35,000 | 
-20,000 +|  05  | 01-50 Rod of Rulership | 35,000 | 
-35,000| +| ::: | 51-00 Rod of Striking | 15,000 | 
-|  05  | 01-50 Rod of Rulership +|  06  | 01-50 Staff of Compulsion | 25,000 | 
- 51-00 Rod of Striking|35,000 +| ::: | 51-00 Staff of Healing | 25,000 | 
-15,000| +|  07  | 01-25 Staff of Power | 60,000 | 
-|  06  | 01-50 Staff of Compulsion +| ::: | 26-00 Staff of the Serpent | 35,000 | 
- 51-00 Staff of Healing|25,000 +|  08  | 01-75 Staff of Withering | 35,000 | 
-25,000| +| ::: | 76-00 Staff of Wizardry | 75,000 |
-|  07  | 01-25 Staff of Power +
- 26-00 Staff of the Serpent|60,000 +
-35,000| +
-|  08  | 01-75 Staff of Withering +
- 76-00 Staff of Wizardry|35,000 +
-75,000|+
 |  09  |Wand of Detecting Magic|25,000| |  09  |Wand of Detecting Magic|25,000|
 |  10  |Wand of Detecting Minerals & Metals|7,500| |  10  |Wand of Detecting Minerals & Metals|7,500|
 |  11  |Wand of Detecting Traps & Secret Doors|40,000| |  11  |Wand of Detecting Traps & Secret Doors|40,000|
 |  12  |Wand of Enemy Detection|10,000| |  12  |Wand of Enemy Detection|10,000|
-|  13  | 01-50 Wand of Fear +|  13  | 01-50 Wand of Fear | 15,000 | 
- 51-00 Wand of Fire|15,000 +| ::: | 51-00 Wand of Fire | 25,000 | 
-25,000| +|  14  | 01-50 Wand of Ice | 50,000 | 
-|  14  | 01-50 Wand of Ice +| ::: | 51-00 Wand of Light | 10,000 | 
- 51-00 Wand of Light|50,000 +|  15  | 01-50 Wand of Illusion | 20,000 | 
-10,000| +| ::: | 51-00 Wand of Lightning | 30,000 |
-|  15  | 01-50 Wand of Illusion +
- 51-00 Wand of Lightning|20,000 +
-30,000|+
 |  16  |Wand of Magic Missiles|35,000| |  16  |Wand of Magic Missiles|35,000|
 |  17  |Wand of Negation|15,000| |  17  |Wand of Negation|15,000|
 |  18  |Wand of Paralysation|25,000| |  18  |Wand of Paralysation|25,000|
 |  19  |Wand of Polymorphing|25,000| |  19  |Wand of Polymorphing|25,000|
-|  20  | 01-50 Wand of Summoning +|  20  | 01-50 Wand of Summoning | 10,000 | 
- 51-00 Wand of Wonder|10,000 +| ::: | 51-00 Wand of Wonder | 10,000 |
-10,000|+
  
-**Scrolls Table 1—****t****ype**+**Scrolls Table 1 — type**
  
 |  **d20**  |  **Result**  | |  **d20**  |  **Result**  |
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 |  20  |  Cursed  | |  20  |  Cursed  |
  
-**Scrolls Table 2—****s****pells**+**Scrolls Table 2 — spells**
  
 |  **D20**  |  **Result**  |  **Value (gp)**  | |  **D20**  |  **Result**  |  **Value (gp)**  |
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 |  08-20  |  Magic User  |  300/level  | |  08-20  |  Magic User  |  300/level  |
  
-**Scrolls Table 3—****s****crolls of ****w****arding**+**Scrolls Table 3 — scrolls of warding**
  
 |  **d20**  |  **Result**  |  **Value (gp)**  | |  **d20**  |  **Result**  |  **Value (gp)**  |
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 |  19-20  |  Undead  |  7,500  | |  19-20  |  Undead  |  7,500  |
  
-**Swords Table 1—****f****orm**+**Swords Table 1 — form**
  
 |  **d20**  |  **Result**  | |  **d20**  |  **Result**  |
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 |  20  |  Shortsword (20% chance of a scimitar instead)  | |  20  |  Shortsword (20% chance of a scimitar instead)  |
  
-**Swords Table 2—****p****roperties**+**Swords Table 2 — properties**
  
 |  **d20**  |**Result**|**Value (gp)**| |  **d20**  |**Result**|**Value (gp)**|
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 |  11-15  |+2|4,000| |  11-15  |+2|4,000|
 |  16  |+3|7,000| |  16  |+3|7,000|
-|  17  | 01-65 +4 +|  17  | 01-65 +4 | 10,000 | 
- 66-00 +5|10,000 +| ::: | 66-00 +5| 15,000 |
-15,000|+
 |  18  |Cursed|—| |  18  |Cursed|—|
 |  19-20  |Special|Variable| |  19-20  |Special|Variable|
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 |  86-00  |Trident/Fork|12,500| |  86-00  |Trident/Fork|12,500|
  
-**Miscellaneous Magic Items—****M****aster ****T****able**+**Miscellaneous Magic Items — Master Table**
  
 |  **d%**  |  **Result**  | |  **d%**  |  **Result**  |
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 |  00  |  Roll Twice, Ignoring This Result  | |  00  |  Roll Twice, Ignoring This Result  |
  
-**Miscellaneous Magic Items—****Table 1: Common**+**Miscellaneous Magic Items — Table 1: Common**
  
 |  **d%**  |**Result**|**Value (gp)**| |  **d%**  |**Result**|**Value (gp)**|
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 92-96 = +6, 97-99 = +7, 00 = +8 92-96 = +6, 97-99 = +7, 00 = +8
  
-**Miscellaneous Magic Items—****Table 2: Less Common**+**Miscellaneous Magic Items — Table 2: Less Common**
  
 |  **d%**  |**Result**|**Value (gp)**| |  **d%**  |**Result**|**Value (gp)**|
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 |  51-52  |Phylactery of Undead Turning|11,000| |  51-52  |Phylactery of Undead Turning|11,000|
 |  53-54  |Rope of Entanglement|21,000| |  53-54  |Rope of Entanglement|21,000|
-|  55-56  | 01-50 Stone Horse, draft +|  55-56  | 01-50 Stone Horse, draft | 10,000 | 
- 51-00 Stone Horse, heavy war|10,000 +| ::: | 51-00 Stone Horse, heavy war | 14,800 |
-14,800|+
 |  57-58  |Stone of Alarm|2,700| |  57-58  |Stone of Alarm|2,700|
 |  59-60  |Sustaining Spoon|5,400| |  59-60  |Sustaining Spoon|5,400|
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 ² Roll 1d4: 1 = Type I, 2 = Type II, 3 = Type III, 4 = Type IV ² Roll 1d4: 1 = Type I, 2 = Type II, 3 = Type III, 4 = Type IV
  
-**Miscellaneous Magic Items-****Table 3: Uncommon**+**Miscellaneous Magic Items - Table 3: Uncommon**
  
 |  **D%**  |**Result**|**Value (GP)**| |  **D%**  |**Result**|**Value (GP)**|
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 |  04  |Amulet of the Planes|120,000| |  04  |Amulet of the Planes|120,000|
 |  05  |Apparatus of the Lobster|35,000| |  05  |Apparatus of the Lobster|35,000|
-|  06  |Bag of Tricks, gray<sup>1 +|  06  | Bag of Tricks, gray<sup>1</sup>| 900 | 
-</sup>Bag of Tricks, rust +| ::: | Bag of Tricks, rust | 3,000 | 
-Bag of Tricks, tan|900 +| ::: | Bag of Tricks, tan | 6,300 |
-3,000 +
-6,300|+
 |  07  |Bead of Force|3,000| |  07  |Bead of Force|3,000|
 |  08  |Blemish Blotter|1,000/charge| |  08  |Blemish Blotter|1,000/charge|
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 |  27-28  |Gem of Brightness|13,000| |  27-28  |Gem of Brightness|13,000|
 |  29-30  |Gem of Seeing|75,000| |  29-30  |Gem of Seeing|75,000|
-|  31-32  |Golem Manual, Flesh +|  31-32  |Golem Manual, Flesh | 8,000 | 
-Golem Manual, Clay +| ::: | Golem Manual, Clay | 12,000 | 
-Golem Manual, Stone +| ::: | Golem Manual, Stone | 22,000 | 
-Golem Manual, Iron|8,000 +| ::: | Golem Manual, Iron | 35,000 |
-12,000 +
-22,000 +
-35,000|+
 |  33-34  |Helm of Brilliance|125,000| |  33-34  |Helm of Brilliance|125,000|
 |  35-36  |Helm of Teleportation|73,500| |  35-36  |Helm of Teleportation|73,500|
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 ² Use the Specific Cursed Items table, or create your own using Cursed Items section of these rules. ² Use the Specific Cursed Items table, or create your own using Cursed Items section of these rules.
  
-**Sub****-****Table IV****-****A—Ioun Stones**+**Sub-Table IV - A — Ioun Stones**
  
 |  **d%**  |**Result**|**Value (gp)**| |  **d%**  |**Result**|**Value (gp)**|
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 **A Battle of the Wills: Swords vs Characters** **A Battle of the Wills: Swords vs Characters**
  
-Each unusual sword has a personality score, determined by adding its intelligence score to its ego points. These swords will be very conscientious in following their align- ment and if the sword owner is not, a personality conflict arises. If the sword has a substantial ego, 19 or higher, the weapon will consider itself superior to its wielder and if he or she does not agree with the sword's decisions a personality conflict will arise.+Each unusual sword has a personality score, determined by adding its intelligence score to its ego points. These swords will be very conscientious in following their alignment and if the sword owner is not, a personality conflict arises. If the sword has a substantial ego, 19 or higher, the weapon will consider itself superior to its wielder and if he or she does not agree with the sword's decisions a personality conflict will arise.
  
 A player character's personality is determined by the formula: Character Level+Intelligence+Charisma = Personality Score. This score will be modified by damage he or she has taken, reducing Personality Score by 1 point for each group of hp equivalent to the character average hp per level. A player character's personality is determined by the formula: Character Level+Intelligence+Charisma = Personality Score. This score will be modified by damage he or she has taken, reducing Personality Score by 1 point for each group of hp equivalent to the character average hp per level.
osric/chapter6.txt · Last modified: 2021/07/05 18:58 by robertfreemanday

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