User Tools

Site Tools


osric:chapter6

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
osric:chapter6 [2019/05/27 20:44] – [Master Magic Item Tables] robertfreemandayosric:chapter6 [2020/05/22 17:48] – [Miscellaneous Magic] Fixing some tables robertfreemanday
Line 1: Line 1:
 ====== 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!
Line 22: Line 22:
  
  
-(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 =====
Line 186: Line 186:
 | ::: | 66-00 +5| ×5 | | ::: | 66-00 +5| ×5 |
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20 Special  |Variable   |+|  19-20  | Special Variable |
  
 **Miscellaneous Weapons Table 1 — form** **Miscellaneous Weapons Table 1 — form**
Line 218: Line 218:
 | ::: | 66-00 +5| 50,000 | | ::: | 66-00 +5| 50,000 |
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20  |Special|Variable||3,500+|  19-20  |Special|Variable|
  
 **Potions Table 1 — properties** **Potions Table 1 — properties**
Line 1402: Line 1402:
 **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.
Line 1547: Line 1547:
 **Bag of Tricks Colour** **Bag of Tricks Colour**
  
-|  **Grey**  |  **Rust**  |  **Tan**  ||||+|  **Grey**  ||  **Rust**  ||  **Tan**  ||
 |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  | |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |
 |  01-30  |  Bat  |  01-30  |  Wolverine  |  01-30  |  Brown Bear  | |  01-30  |  Bat  |  01-30  |  Wolverine  |  01-30  |  Brown Bear  |
Line 2116: Line 2116:
 **Sagacious Volume (any, see below):** This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table: **Sagacious Volume (any, see below):** This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table:
  
-|  **d10**  |  **Class**  |    |  **d10**  |  **Class** +|  **d10**  |  **Class**  |  **d10**  |  **Class** 
-|  1  |  Assassin  |    |  6  |  Magic user  | +|  1  |  Assassin  |  6  |  Magic user  | 
-|  2  |  Cleric  |    |  7  |  Paladin +|  2  |  Cleric  |  7  |  Paladin 
-|  3  |  Druid  |    |  8  |  Ranger +|  3  |  Druid  |  8  |  Ranger 
-|  4  |  Fighter  |    |  9  |  Thief  | +|  4  |  Fighter  |  9  |  Thief  | 
-|  5  |  Illusionist  |    |  10  |  Re-roll  |+|  5  |  Illusionist  |  10  |  Re-roll  |
  
  
Line 2157: Line 2157:
 |  **Bead Type**  |**Ability Granted**| |  **Bead Type**  |**Ability Granted**|
 |  Blessing  |Cast //bless// spell| |  Blessing  |Cast //bless// spell|
-|  Healing  |Cast choice of //cure serious wounds//, //cure blindness// or //deafness//,  +|  Healing  |Cast choice of //cure serious wounds//, //cure blindness// or //deafness//, or //cure disease//|
-or //cure disease//|+
 |  Karma  |Cast spells at +4 user level of ability for 10 rounds| |  Karma  |Cast spells at +4 user level of ability for 10 rounds|
 |  Smiting  |Cast //spiritual weapon//, //flame strike//, or //cause blindness//| |  Smiting  |Cast //spiritual weapon//, //flame strike//, or //cause blindness//|
osric/chapter6.txt · Last modified: 2021/07/05 18:58 by robertfreemanday

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki